I have my BP_Player_Controller blueprint handling InputAction for Movement, which works and registers keyboard inputs assigned in Project Setting Input Mappings (All of them).
I used to have “InputAction Burst” in the BP_Player_Controller blueprint (Registered Keyboard Inputs Fine Here), and decided it was better to have it in the BP_Player_Ship blueprint. When I put the InputAction in the BP_Player_Ship blueprint (Pawn) it will not register keyboard inputs assigned to InputAction Burst, however the mouse button assigned to the InputAction will register. I removed the inputaction from the BP_Player_Controller blueprint to avoid conflicts and still does not register. Auto-reive input is set to Player 0 and Priority is 0 for both blueprints. I even tried setting priority to -1 and 1 in BP_Player_Controller blueprint ad still did not register. Any help or thoughts would be appreciated.
BP_Player_Ship is set as default pawn, and has Auto Receive Input Player 0, so I believe that is not needed. Howeever, I added just to check and still no go, receives (outputs) mouse inputaction, but no keyboard inputactions, and neither the direct “w” action I added in the blueprint
Technically, you do not need set ‘Auto Receive Input Player 0’ for the Pawn, it receives input already.
If you have the same input in more than 1 place, whoever gets it first consumes it and it will not propagate further. There is a very specific order in which input is processed, and it also has little to do with input priority, although you’re not asking about that here.
I removed the inputaction from the
BP_Player_Controller blueprint to
avoid conflicts and still does not
register.
Are you sure you do not have the same input in more than 1 place?
While I would generally not recommend this, you can select an input node and untick Consume Input to prevent it from happening.
As a test, create a new input in the Pawn, one for a key you do not use anywhere, or even use a simple input key to test it. Does it fire?
Also, is your ship the only Pawn in the scene? Perhaps another pawn is interfering?
If I were you, I’d convert your own comment into an answer (arrow next to ‘reply’) and accepted it (there should be a tickbox somewhere near up / downvote.).
It is actually quite informative and someone will find it useful at some point!
Thanks for this, I don’t know why I didn’t set it to a key I knew was not being used for testing, feel lil dumb hahaha.
As it turns out, thanks to you mentioning another input being consumed, I had the “W” key in a axismapping, and in a function in the BP_Player_Controller I was using the “get input Left Y-Axis” node, whichI did not realize was consuming the input, I thought it was just reading the values like Get Thumbstick Axis does. Once I unchecked “consume input” for those nodes it is working. I was under the impression Input would be consumed from the Input Axis EVENT, and not these nodes, and I was not using the Event to avoid it ticking every frame.
Thanks for the help, since this is all in comments, how do I mark this as the asnwer so you can get some deserved Karma?