I’m an AI developer who hasn’t used UE since 4. I’m on a new project and people are now using the enhanced input system. I simulate the game when I need to test my AI within the level but now when I do this and go to posses the player the input doesn’t work. How do I enable the enhanced input system to work when I started in simulation? For context I want to see the EQS working as I have companion AI that needs to find certain positions using EQS
Hey @Calgreghardver2! Welcome to the community!
Are you making sure to assign the mapping context?
Here’s the documentation on Enhanced Inputs that this is pulled from:
I don’t know that running it simulated should have any different effect from using “Play”, other than the fact that you won’t be assigned a player character. In fact, none of this should affect your AI in pretty much any way… It’s not like the AI works off of keyboard presses and mouse inputs, right? (if you figured out how to do that I am curious.)
Thanks for the reply, the issue is I’m not working on the player side. I can see they’ve added the mapping context in the player controller and when I run simulation and then possess the player it has the default player controller which I think now is the issue. The correct player character and controller are both assigned in the game mode and location is selected on the player start. But I’m mainly looking for a work around so I can enable the debug menu, move the player to then eject, and then see the AI debug for the eqs.
I’ve fixed the issue now. I say fixed but the apostrophe key wasn’t working for me before and now is enabling the debug during play mode. I assume this was a bug and starting the engine again enabled it again. Thank you for your help