IE_Released is properly triggered, but IE_Pressed is not.
Pertinent code below:
Grabber.cpp:
#include "DrawDebugHelpers.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/Pawn.h"
#include "Grabber.h"
void UGrabber::BeginPlay()
{
Super::BeginPlay();
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (InputComponent)
{
InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::GrabM);
InputComponent->BindAction("Grab", IE_Released, this, &UGrabber::ReleaseM);
}
}
void UGrabber::GrabM()
{
if (IE_Pressed)
{
UE_LOG(LogTemp, Warning, TEXT("Grabber Pressed"));
}
}
void UGrabber::ReleaseM()
{
if (IE_Released)
{
UE_LOG(LogTemp, Warning, TEXT("Grabber Released"));
}
}
Grabber.h:
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "Grabber.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UGrabber : public UActorComponent
{
GENERATED_BODY()
private:
UInputComponent* InputComponent = nullptr;
void GrabM();
void ReleaseM();
};
Again, “Grabber Released” triggers correctly,
“Grabber Pressed” has never triggered.
I have tried changing game modes from Game Only, to Game and UI.
Also, changing Mouse Capture settings to any available.
I have saved everything, restarted, refreshed, recompiled.
This is one of those things that i think should be working fine, so i have no further ideas.
Thank you
p.s. the Pawn include was just from a test