Simple Blueprint Not Working, Any Ideas?

I made a simple pawn and I added a cube with physics and a camera to follow it. I made this simple blueprint

it doesn’t move my cube at all. What Am I doing wrong?

  • make the Static Mesh the root of the actor - drag it there. Technically, it’s not required but will make calculation and simulation behaviour more logical later on:

  • either use more force or tick Accel Change on that node
  • if you want to Add Force, you need to call it every frame. Rather than once, when W goes down, try:

Ideally, we should be taking advantage of Enhanced Input. It can wait till later, though.

  • if you want to give the mesh a single prod=> Add Impulse:

image

  • also, this pawn must be Possessed in order to process input, is it? if it Prints, we’re good here!

lol… my add force doesn’t even look like yours

honestly I am beginning to think this software isn’t for me. It can’t be that difficult to move a 3d cube. I do this under 30 seconds in unity. Like honestly… this isn’t even fun at this point.

Blueprint nodes are Context Sensitive. Drag a wire first, then search:

Prevents making a lot of mistakes and, most importantly, results in fewer clicks thus lowering the chances of the Carpal Tunnel Syndrome - highly recommended. :handshake:

did exactly what you told me and my add force is completely different to yours as you can see… lol the frustration truly is “unreal” in this engine.

You did not. You do not even have the static mesh cube… You already had it here:

Please…did you take a look at my “Add Force”? It doesn’t even have the target connection, do you see it?

I do. As before, you’re using the wrong node. Do have a look:

And compare it to the very first image you posted yourself. These two nodes serve different purposes:

i changed it to this

still doesn’t move my cube. I don’t get it

ticking accel change doesn’t work either

?

Not sure how this Pawn gets into the world but generally:

To automate it.

yes the pawn is possessed, but I’ll show you just in case

  • do you see the input processed? does it print when you mash W?
  • are we on a flat surface?
  • does the mesh simulate physics?
  • any errors?

I tried printing when i press W but nothing is printed
The surface is flat this is what I see when i press play

my simulate physics is ticked, yes
I dont see any errors in general

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Two potential issues that come to mind:

  • another pawn is actually possessed

or

  • something consumed input

Do you use W anywhere else?


Do you see your player here:

i hope you can get a full view from this picture as you can see i do not have any other pawns

I don’t have another blueprint that uses W

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A crude way to see if the pawn is possessed:

What does it print? player?

as you can see i do not have any other pawns

You do, but that should be fine.

image

Unless something strange happened where we cannot see. I’ve seen many things over the years and, at this point, the only thing that comes to mind is input consumption. In the level blueprint perhaps since it does have priority.

In short: super weird, pretty uncommon. I’d open a new project just to make sure some odd setting is not flipped by accident.

I do this under 30 seconds in unity

Opened a new project and timed myself:

  • made a new pawn
  • added the above script
  • flagged the pawn as Auto Possess Player 0
  • dropped it in the level
  • hit play, hold w

Took 67s. Unity wins.

when I erased the defaultpawn during the gameplay , the printing started working when i press w.

If i am not playing I can’t see the default pawn to erase it. Can this be the solution? I still can’t delete the default pawn if i am not playing.

this is just too weird

It’s not. The default Game Mode spawns a Default Pawn. You add yours on top. Now you have 2 pawns. Add this to your player:

image


I’d need to see what else is going on in that project and why the default pawn is messing up input. Its controls are implemented on the C++ level but I find it hard to imagine what is happening here.

Did you try this by any chance: