Multiple input on multiple actors at the same time help

Hi guys!

Quick question about getting my C++ Actor class object to receive input at the same time as my player character all through C++.

Essentially put, I have gone over every possible thing I can and can not seem to get it working. I have tried multiple ways of setting up the input, it will not work. Here is the code that I am currently working with:


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include “GameFramework/Actor.h”
#include “myExampleCPP.generated.h”

class MYEXAMPLE_API AmyExampleCPP : public AActor

// Sets default values for this actor’s properties

UFUNCTION(BlueprintCallable, Category = "Go to me function")
	void GoToMe();

virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent);

UPROPERTY(BlueprintReadWrite, Category = "Testing")
	bool testBool = false;




// Fill out your copyright notice in the Description page of Project Settings.

#include “myExample.h”
#include “myExampleCPP.h”

// Sets default values


void AmyExampleCPP::GoToMe() {

testBool = true;


void AmyExampleCPP::SetupPlayerInputComponent(class UInputComponent* InputComponent)
// Set up gameplay key bindings
InputComponent->BindAction(“Left Mouse Click”, IE_Pressed, this, &AmyExampleCPP::GoToMe);
//InputComponent->BindAction(“Jump”, IE_Released, this, &ACharacter::StopJumping);



Essentially put, with this code, the player would press the left mouse button. The code would then go to GoToMe and set my testBool Boolean to true. The Boolean is a variable that serves no other purpose then to test that the code is working properly.

So am I missing something here? Thank you in advance.

You should extend your class ‘AmyExampleCPP’ from APlayerController.
Then use ‘AmyExampleCPP’ as PlayerController Class in your GameMode.

I think per default “normal” actors do not receive input events at all.

Please use

// CodeTags

next time.