Yes, i did the check:
// Called when the game starts
void UMappingsHelper::InitializeComponent()
{
Super::InitializeComponent();
// ...
actions = 0;
actionNames = TArray<FName>();
**if (GetOwner()->InputComponent != NULL)**
{
/*actions = GetOwner()->InputComponent->GetNumActionBindings();
if (actions > 0)
{
for (int32 a = 0; a < actions; a++)
{
actionNames.Add(GetOwner()->InputComponent->GetActionBinding(a).ActionName);
}
}*/
}
}
I’ll try compiling with DebugEditor.
See ya!