I have a Unity background and I am trying to make the switch to UE.
I get stuck on something very simple I think. I have a Pawn BP. I gave it some logic but I want to test the logic by a simple key press. But the keys input don’t work. They do work for the Player that is in the scene but not for a pawn.
I have been googling a lot but can’t seem to find the answer.
This is what I have already tried:
-
“Try overriding the default pawn in the game mode settings to your new pawn.” This works but that makes my player input to stop working
-
“I think your best bet is to use a Character BP instead of a pawn.”
This didn’t make a difference.
-
“the pawn needs a movement component. The player BP comes with a movement component attached, regular basic pawns do not (the defaultpawn class does though)
You can try adding a movement component into your your regular pawn though, just click “add” in the components list and search for “movement component””
This component is not available in the list.
Hope someone can help me out this.
You need to possess the pawn to send it input, and you can’t possess two pawns / players at once.
When you place your pawn in the world, set

2 Likes
thank you so that means that I can not control my character at the same time?
I noticed the Input does work if I put it in the Level Blueprint.
Can’t control them at the same time.
You can input to the level BP, or actors in the level, but if it’s a pawn, then you need to possess ( I’m pretty sure ).
You can control your character and send messages to the pawn, that don’t involve input.
What would you recommend for quickly testing your logic if input is not an option?
Just possess the pawn.
You can place it in the level, and set it to take the player

I’m having the same problem in UE 5.0 (VR project) where I set the auto possess to player 0 in level BP and in VR Pawn BP. If you scroll down in the details panel in pawn BP you can also set the auto receive input to player 0. This for som reason resets to “disabled” when packaging the project or when restarting the engine. I’m wondering why this might happen. Can it have something to do with the default player input class in project settings?