So Im trying to make a system where my player character can spawn (pull his skatebaord out) and despawn (put it back in his bag) whenever he wants to. What I have currently spawns the skateboard (and causes it to glide around but thats a problem for another day) but it wont respond to my inputs that I set up in its mapping context. Im pretty sure the IMC is fine and that its more of a blueprint issue.
After messing with it a little bit today the hop off skateboard action seems to be responding because when I hit the button for it after ive spawned the skateboard my camera angle will change and im assuming thats the unpossessing of the skateboard pawn, I just didn’t make a blueprint to RE-posses my player character (another issue for another day).
So in short can anyone please help me understand why my skateboard wont react to the mapping context I gave it?
Just to make sure, are these IA’s in the Event Graph of your “Skateboard” pawn or the original player character?
Additionally, is your “Skateboard” BP a pawn or an actor class? Since I’ve never tried it myself, not sure if the nodes will connect with no errors when you try to possess an actor, but wanned to mention this in case they do connect. Because the player controller cannot possess actors. It should be either a pawn or a character class.
Oh hey didn’t see your fast response there Lemme just tag you real quick to notify you @King_Gamma, since you don’t get notifications on my edits.
It is a pawn, it does give me a little error after i try to run it with the Destroy Actor active. I just didnt know what else to put there to kill the skateboard (it wasnt working to kill it anyway)
Other than that, at first I didn’t mention it since I didn’t think that was the reason, but since nothing else seems off currently, lemme just share how I add the IMC:
I suppose dragging it out of the player controller should also do the job, but just to be safe.
(Your Get Actor of Class node isn’t functional there btw, perhaps you’re already aware of this tho and just left it there after deciding not to use it anymore. The Get Player Controller node is also unnecessary since we’re also casting. These are not related to the issue, just extra info.)
Oh I must’ve missed this part. Then yeah, it’s not about the mapping context.
Now, to be able to add movement input, you should add a movement component to your pawn.
No i didnt know those werent doing anything I am insanely new to this. I switched it to the way you have it setup but im still getting the same results as before. If you happen to think of anything else thatd be great or if you feel like some extra screenshots would help I can grab those.
Sure I might spare some time recreating this when I get to launch my PC. (The screenshot was from an older post of mine, so unfortunately I’m not on PC right now) Might not be today tho.