Newbie issue - my char won't move

Hi guys!
I decided to give UE5 another try after years, and I got stuck right at the very beginning…
I wanted to try making a top-down game (naively, I thought it might be easier).
But I can’t even get basic character movement working. My World Settings seem correct, IMC_Control looks fine too, but I’m getting completely lost inside the Blueprint.

When I press Play, the character just doesn’t move, and I have no idea what to do.
Could someone help me out? Or maybe point me to resources that clearly explain how specific nodes actually work?

Thanks in advance!

maybe your input action IA_move have a Pressed modifier :face_in_clouds:

1 Like

check out matthew wadstein on youtube, he explains enhanced input really well and succinctly.

beware that “Triggered” could mean different things. depending how you’ve set the input.

try with “OnGoing”. there’s a mode in the input where it only triggers when pressed or released, and another that triggers continuously while is down. i think you want the 2nd.

@husky211 i like your picture

Hey @Rohllik!

First, make sure that the player controller possesses your pawn. To do that, inside your pawn BP, navigate to the Details window on the right side, search for “Auto Possess Player” and set it to Player 0 like this:

You’re also using the Add Movement Input node, which requires a movement component. Since you got a pawn class and not a character class, you can use the Floating Pawn Movement component if that fits your use case. To add it, navigate to the Components window on the top left, hit the Add button, and search for the component like this:

And one more thing, if you want your pawn to move on two axes you’ll either need to use two Add Movement Input nodes, or do it like this:

Hope this helps! :innocent:

1 Like

Thanks a lot to everyone for the replies and advice!
That said, I’m still kind of stuck in the same spot. Even though I do have some programming background, I keep getting lost in all these nodes, and I honestly don’t have a solid grasp of what each one actually does.
At this point, I’m starting to wonder if maybe I should just stick with Blender instead :smiley:
@VisAgilis

Here is my BP now:

Did you add the Floating Pawn Movement component? The Components window wasn’t included in your image.

Also not related to the issue but just wanned to add, you’re only swizzling the S key and not negating it. Oh and also, which component of the exposed Action Value pin (X & Y) to plug into which of the A pins in the Rotate Vector node depends on your orientation. So you can either add a negate modifier to the S key and switch the pins, or if you don’t wanna reverse it and keep the existing BP code for movement, you should leave the forward movement key (W) as it is, negate the backward movement key (S), swizzle the right movement key (D), and both swizzle and negate the left movement key (A).

But like I said these were just some corrections on your implementation and not the reason our player pawn isn’t responding to movement input.

If you do have the Floating Pawn Movement component, I can’t see any other issues. If you’ve placed the pawn into the scene, or set it as the default pawn and placed a Player Start into the scene instead, the player controller should be possessing it and the IMC should be assigned. Just wondering, if the issue persists, could you let us know if Event Possessed gets triggered and also if the IA fires?

It seems some really bizarre things can happen sometimes with characters and simple things cannot move like awhile back when I was trying to just get a simple jump and it would not.

If movement and propulsion is the thing, you need to make sure you are receiving input from your gamepad or keyboard. Maybe what you need is a pawn and not a character which was my problem above. Load it up a static mesh or skeletal mesh if animated. You can use the event tick and add actor world offset to make it move. In any direction you want, probably not the Z as you said a top down scroller. Or a ship scroller set to the top like Terra Cresta or Tiger Heli, Or Mixed mode game like the first stage of Capcoms Legendary Wings, or the Sega;s Thunderblade.

1 Like

Yeah, sorry, I added the component. At this point it doesn’t really matter anymore — I got frustrated and deleted the whole project, so I’m starting over from scratch :smiley: I’ll probably need to change my approach to Blueprints. If I don’t understand the nodes, I can’t solve problems on my own. Right now, everything I want to implement, I’m just figuring out through YouTube tutorials, and that could be a problem in the future if I come up with a specific idea.

Wanna do Discord? I was very busy in the last weeks but right now I got some free time and would love to help out :innocent:

Thanks for the effort and your time! Of course, we can get in touch on Discord. But for today, I’m probably done with it, so I don’t go crazy :smiley: