Input from Project Settings vs Direct event key

Hello, I have this issue where I have created a “Interact” function in the “Project settings” under “Input” with the assigned Key “E”. When I fire the “E” key on the BP_FirstPersonCharacter it fires of the Event Interact. But when I assign the Interact event to this blueprint process:

It does not fire off the “process” like change form camera A to B..
But if I use as you can see the default Event E Key it does fire off the entire process as it should.

(A simple task like “Print String” does work with the Interact event)

So my question would be why does it work from the integrated “E” event but not from the Project settings “Input” field ?

I assume it has something to with the PlayerController that the “Interact” event does not know what to posses to “control”, which is confusing to me since It is in the same blueprint and I use the function Get Player Controller also everything is assigned to Target: self which also is the Blueprint itself.

If I am not mistaken.

This is an actor and your are trying to detect interact key from actor side.

If thats so you have to enable input for that actor when even happens, like on overlap->if its player->enable input for this actor

Debug key fill fire pretty much everywhere since its debug

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Thank you!

no worries if you want to stop controls and do some stuff then give controls back to player you can do something like this

or you can use a checker function with bools like can interact now.. if so do stuff

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