[USER=“3140864”]MostHost LA[/USER] In my case, those three aren’t the only inputs. I’m creating an FPS where there’s a greater focus on weapon operation than player movement and abilities. So there’re certain complex weapons with 6-7 controls with combo options across those controls. Wrt such a concept, don’t you think having all events possible for all weapons together, along with repsective switch-case setups might lead to heavy clutter? I do get your point on the merits of keeping it all within character blueprint, but I was hoping for a clean and manageable way to pull it off. Functions seem like they’ll help me with some cleanup, but I still don’t see how I can avoid that massive Input-event Bluuprint “Forest” in the character blueprint.