Key input not working

I am trying to create a very simple door blueprint and I can’t get it to do anything.

I have broke it down to as simple as possible to test what is wrong and it appears that when I press ‘E’ key it isn’t registering.

I moved most of stuff out of blueprint to make this as simple as possible. In screenshot I have taken, it should simply print status of door when ‘E’ key is pressed which would be either true or false, but nothing happens.
If I wire ‘Print String’ up to ‘Enable Input’ or ‘Disable Input’, it prints door status when I enter and exit trigger volume as I would expect it to.

Any idea why E key isn’t activating? I have tried different keys and none of them work.

Hey Dekieon,

first thing we want to check is whether Overlap is firing. If you Play with Door Blueprint open (and Debug Filter is set to Door Blueprint), do you see link between OnComponentBeginOverlap node and Enable Input node light up when your character passes into Trigger Box? Running around in and out of Trigger Box should light Overlap nodes up like a X-Mas tree. If that part is working, then check whether E key event is firing. Let me know what happens and we can go from there.

Oh, also check in Defaults and make sure Block Input is disabled, and check each component to make sure they’re set to Movable. This should all be set that way by default, but it’s worth double-checking.

Yes, overlap is firing.

‘E’ Key event is not firing.

‘Block Inputs is disabled’

door mesh is set to moveable (although, I don’t think that should matter at this point, because all I trying to do it print value of a variable to screen when I press E key, not actually move anything yet.)

If you create a new Actor Blueprint and give it a volume, then set up same thing with a different input key, does same thing occur? Can you try to do this in a new project as well and see whether it works as intended? Which template are you starting with?

I am using is First Person Shooter blueprint template without starter content.

I created a new template.
Created a new blueprint. used default cube static mesh to represent door. Created a trigger volume and set it up exact same way as in my screenshot above. overlap is still firing as before and still nothing happens when I press key.

I would also like to add that in my original project, I have a torch light that is always with player, and I can turn it on and off when I press F and that works fine. I added torch to my character blueprint, however door I am trying to get to work is it’s own class blueprint (pawn).

Ok, I figured out why it wasn’t working. I was using a pawn blueprint. I tried it with an actor blueprint and it works fine. reason I choose pawn, what that description says it can receive input from a controller, so I thought that is what was needed for it.

Glad you got it worked out! Thanks for letting us know.