Spacebar input not working in basic project

I’m brand new to UE and brand new to these forums so I apologize in advance if I’m in the wrong place with this post or if my issue is silly simple.

I’m working through a Udemy Course I found for learning UE and very early on in the Blue Print section of the course I’ve noticed that when I add a spacebar event node it does not work. When changing that node to mouse left click or enter it works as expected.

What might be the problem here? How can I figure out what is going wrong myself in the future? Any and all help is appreciated. Thanks in advance!

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You’re in the very right place.

Input consumption could cause this. By default only one actor can process input at a time - the actor that gets to the user input first. This depends on the type of the actor and priority. It is an intended behaviour and can be overriden if needed.

For now, ensure only a single actor implements Space, and avoid implementing it in regular actors. Input should be processed in the Player Controller, Pawn, Widgets.

There are scenarios where you may opt to enable input in regular actors or even disable consumption altogether.


Here’s the actual order:

image

From the top:

  • regular actors can process input but have it disabled by default even though they have the highest priority
  • the Player Controller, the Level Blueprint and (possessed) Pawns do process it

If you implement Spacebar input in the LB and a Pawn, the Pawn will never receive it and it may seem as if the Spacebar is not working, simply because something else consumed it.

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It’s most likely set already somewhere in whatever blueprints you’ve been working with.
Ctrl + F, search for “space bar”.

Check Edit > Project Settings > Engine - Input, see if Space bar is in the bindings, although according to that diagram, that would get overridden, or is it the other way around :thinking: Most default projects have it already here for Jump.

But those are how I would check.
A risk of using keyboard nodes instead of bindings is forgetting where they are. But they’re a quick to test something.

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I wasn’t able to find where spacebar is being used, although I know now it’s being used by something. For the player pawn actor it is used to move the paw in the Z direction (directly up). Searching ctrl + F in all the blueprints yields no results and I did not see it in the Project settings either. Ctrl + F showed a result for the space bar node I had tried implementing.

Not sure if that helps you help me lol let me know if I can provide more details

Being new, it might be easier to just create a new project? I try to provide screenshots whenever possible because there’s so much room for error. It’s easy to use the wrong node or miss a connection and be completely confused about why in the beginning.

Creating a new third person project, it should only have Spacebar in one place in Project Settings. What did you start with would be another question.

I would even go as far as to completely start blank slate, never use starters when you are new to UE, there is some very useful stuff to learn that you will need to know. I started out with youtube tutorials, Dev Enabled. I wanted to make a Shmup and he had it perfectly layed out for me (although I can’t find that tutorial anymore, it was on his older channel named Strigifo). It is still my first and main project I started 2 years ago. It is really getting somewhere and I have to thank him for that. If you want to understand little bits and pieces of Blueprint nodes I would suggest Mathew Wadstein.

I may just do that. I’m having other issues with the starter content anyways it seems to be causing more problems than it’s solved.

I had the same problem but I fixed it by adding a ‘Jump’ action binding in the keybindings as Astara suggested, then I used that ‘InputAction Jump’ as the input node for the blue print.