# V4-26 No input movement when possess pawn

**URL:** <https://forums.unrealengine.com/t/v4-26-no-input-movement-when-possess-pawn/505034>\
**Category:** Blueprint\
**Tags:** Motion-Controller, unreal-engine, pawn, Blueprint\
**Created:** [March 8, 2022, 3:53pm UTC](https://forums.unrealengine.com/t/v4-26-no-input-movement-when-possess-pawn/505034 "2022-03-08T15:53:25Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_5e9bbeab](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5e9bbeab](https://forums.unrealengine.com/u/anonymous_user_5e9bbeab)\
**Post date:** [March 8, 2022, 3:53pm UTC](https://forums.unrealengine.com/t/v4-26-no-input-movement-when-possess-pawn/505034/1 "2022-03-08T15:53:25Z")

</div>

Hi, I’ve got a vr project in which i want to move the player around with a gamepad instead of the controller. As for test purposes I also want to add WASD to control the VR pawn around.  
I’ve added the input in the project settings.

 ![afbeelding](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/5/c/95c72e0f65854d182bc909a3f91bda383c9d03b9.png) Move forward  
 ![afbeelding](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/7/c/07c414bcd2c679f1f144a46bee1a1e17048e99bc.png) Move right  
I’ve tried to move VRorgin, Camera and capsule collsion (which does the collision) on walls.

I noticed when testing the blueprint stays stuck in the movement part? Hence the print hello for testing the input. Which is weird as i cannot move but the print hello is activated.

 ![afbeelding](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/1/e/61e16cda7a667514fb62c67cdf80930550e9d8e0.png)  
 ![afbeelding](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/f/b/6fbf008ee59e6372e72bd19b46faa1cca4f136e7.png)

Ofcourse this script used to work. I think some settings are wrong but don’t know where to look

Please help

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_5e9bbeab](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5e9bbeab](https://forums.unrealengine.com/u/anonymous_user_5e9bbeab)\
**Post date:** [March 9, 2022, 7:59am UTC](https://forums.unrealengine.com/t/v4-26-no-input-movement-when-possess-pawn/505034/2 "2022-03-09T07:59:52Z")

</div>

I’ve noticed that if i add a floating player component im able to move around but then the collision is gone

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_5e9bbeab](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5e9bbeab](https://forums.unrealengine.com/u/anonymous_user_5e9bbeab)\
**Post date:** [March 9, 2022, 4:36pm UTC](https://forums.unrealengine.com/t/v4-26-no-input-movement-when-possess-pawn/505034/3 "2022-03-09T16:36:46Z")

</div>

Fixed it! it is an parenting issue that i was unaware off

> [@Box collision not working with floating pawn movement](https://forums.unrealengine.com/t/box-collision-not-working-with-floating-pawn-movement/381511):
>
> I am trying to create an extremely simple box collider that moves down at a constant rate, however the box, even when set to “Block All” travels through everything. This is the tick/moving of the pawn, and to the right, we can see the details of the collider. And as an example of what I’m doing: Just trying to simply move this box down and have it stop when it reaches the floor, but it keeps going through.
