The strange behavior of "Left Mouse Button" BP node.

Greeting!

I’m confused about the different behavior of the “Left Mouse Button” bp node performed between the two exactly the same blueprints.

here is an illustration vid I’ve made, thank you.

How is this set up in all classes? The same?

image

Who else has access to LMB input?


Also, if you do not mind me asking, why would you need to enable input on regular actors? You may have a great reason because you’re crafting a super-duper uncanny puzzle or trying to make the Player Controller reconsider its life choices…

But in 99/100 cases folks enable actor input thinking it solves a problem that does not exist - usually some kind of blueprint communication dilemma. Generally speaking, one would try to handle input in as few places as possible - not the other way round. Player Controller, Pawn and Widgets are the usual blueprints to do it.

There is a good reason why input is not enabled by default, enabling it leads to having to deal with input stack priority and it’s not fun at all, not in the long run:

image

Ignore my comment if not applicable.

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First of all, it was solved by disabling the “Consume Input” option of the “Left Mouse Button” node, Thank you.

And, please let me explain my point a little bit.
I know the advantage of the clean strategy to designing “User Input” API, but I want to figure out the purpose behind the Blueprint “BP_Slider” in the “Math_Hall” Level in the ContentExamples project, maybe there’s some pattern I can refer to in the future projects because it includes the “Left Mouse Button” node, maybe it’s a way to decoupling? I don’t know,
so I create a new Level to test it out, and then the confusion about the “Left Mouse Button” behavior occurred.
Below are some screenshots of what I’ve mentioned.

Again, thanks for your valuable experiences and advice, I’ve learned a lot.





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