So, coming into another issue where the depreciation of action mapping is biting me in the rear with this lesson. I need to implement aiming down sights of the gun using the enhanced input mapping but when I tried to do that it didn’t work. So, I created the IsAiming variable like the lesson asks and created the mapping for aiming using right mouse button within the Input Mapping Controller file but when I try to use the Input Action that I made for aiming it doesn’t seem to work.
For the Input Action node inside your Player Blueprint, it is only turning it on. On complete or cancel you should be turning that Boolean to false. Sadly I personally don’t have contextual understanding, I haven’t done that course yet. But the animation blueprint itself should be doing something based on that Boolean.
Travis
Even with the nodes set up this way it only remains false. When I press the RMB it doesn’t trigger at all. I expected it to switch to True once I press RMB but that doesn’t happen either. I’ve got a print string node attached at the end that shows me whether it is true or not.
At work presently, but when I get a chance to I’ll definitely give that a go and let you know what it says there. Thanks for helping me out with this a bit!
If you want to continue with enhanced input, you’re going to want to make use of the Started and Completed pins for IA_Aim. I’m going to assume that the rest of your input actions work. The issue may also be that the viewport isn’t focused before trying out the keybind, easy fix is the left-click on the viewport when you press play.
As a side-note, just because the old input is current listed as “deprecated” doesn’t mean it can’t be used. It’s good that you’re challenging yourself with trying out the Enhanced Input system. But you are still able to follow the course with the old system.
Okay, so I ran the debug during play and this is what showed up. Looks like it recognizes when I press the RMB it just doesn’t apply it to the input action for aiming.