Thank you for your response. The input mapping context is being mapped in the SetupPlayerInputComponent
function:
// Add Input Mapping Context
if (APlayerController* PlayerController = Cast<APlayerController>(GetController()))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
UE_LOG(LogTemp, Warning, TEXT("Mapping Context added: %s"), *DefaultMappingContext->GetName());
}
else
{
UE_LOG(LogTemp, Error, TEXT("Failed to add Mapping Context for %s"), *GetName());
}
}
This is how it was done in a freshly created 5.4 ThirdPerson C++ Template project (minus the LOG messages, which I added for debugging purposes).