If I place them inside the controller, everything works fine. But inside the player, they do not work. I have enabled input on the player, the mouse cursor is visible, “EnableClick Events” in the controller is set to true and “BlockInput” to false. What can be the problem? Which additional information should I provide?
Is the pawn possessed? Also, if you place the same input in both the Controller and the Pawn, only the controller will process it due to consumption rules - by default at least.
The player controller should initialize the enhanced input context mapping. It should then posses a pawn either though the game mode automatically (default pawn) or though the for instance thought the post login function.
This works as is. You have an issue elsewhere. Possessed pawns process input by default, there’s no need to enable anything. Unless it gets consumed early by someone else:
That’s why enabling input on actors is the equivalent of shooting yourself in the foot. But! Sometimes you may want to have the LMB to fire in many places because reasons.