I’m trying to create a dialogue system. It starts working when you get near a NPC and the dialogue ends if you press Left Ctrl.
I made the first attempt with an Actor Class blueprint and everything went well. Using the Actor Class blueprint, I added a “Enable Input” with the “Player Controller” connected to “Get Player Controller” return value, and that coming from the “Event ActorBeginOverlap”.
After that, the Left Ctrl keyboard event worked finely, but doesn’t seem to happen the same with a Character Blueprint.
If anyone knows how to solve that, I’d be so grateful!
Sounds like an input consumption issue. By default, a keystroke can be only processed once - by the first entity that has input enabled and intercepts it. Think: first come, first serve. Like so:
As you can see, Pawns (and by extensions Characters, too) are late to the party.
either disable input on that actor so other entities can intercept it
or disable input consumption for that event:
Do note that in the latter case input could be processed by more than one actor simultaneously.