My 4.16.3 solution for binding input

I had problems with PlayerInputComponent->BindAction("Fire", IE_Pressed, Gun, &AGun::OnFire); as well. When I inserted some UE_LOG statements I discovered is that SetupPlayerInputComponent is called before BeingPlay. What I ended up doing is checking if Gun is null in both so that I could attach the gun separately.

Sorry about the formatting, what tags do I use for code?? Also, why are edits showing up as replies???

if (Gun == NULL) {
	AttachGun();
}

–//–

void AFirstPersonCharacter::AttachGun() {
      UE_LOG(LogTemp, Warning, TEXT("---------- Attaching Gun ----------"));
      Gun = GetWorld()->SpawnActor<AGun>(GunBlueprint);
      Gun->AttachToComponent(Mesh1P, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));
      Gun->AnimInstance = Mesh1P->GetAnimInstance();

}

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