The documentation for Input (https://docs.unrealengine.com/latest/INT/Programming/Gameplay/Framework/Input/index.html#inputcomponent) says that the order for handling inputs is:
- The Actor with the most-recently enabled “Accepts input” (which I assume means an Actor that has been enabled by the Enable Input node) Input handling proceeds through all Actors with “Accepts input” enabled, from most-recently enabled to least-recently enabled.
- Controller
- Level Script
- Pawn
The order I’ve observed is:
- Input enabled Actors.
- Possessed pawn. (It would be nice if the documentation noted that pawns can’t be enable for input if they aren’t possessed, that had me scratching my head for a while as the log message about it was getting lost in the other messages)
- Level blueprint.
- Controller.
Reproduction: Create a blank project and add blueprints for all the above. In each one create a key press event in all the graphs for the same key and un-check consume. Have the events in each tied to a simple print string saying which thing did the printing.
Is there something I could be doing wrong to get this ordering? Is the documentation out of date? Bug? Other?