I had Third person character BP inheriting a C++ default class that was created automatically when I created the project , was called "PROJECT_NAME_character"
So I had inheritance/parenting like this :
MY_PROJECT_NAME_Character ( it had a lot of implementation in it ) >> BP_ThirdPersonCharacter (Possess/Unpossess logic in it)
so I created a character BP, called BP_Humanoid_Character that inherits "Character" , then reparented ThirdPersonCharacter BP
now I have :
Character (Default ACharacter) >> BP_Humanoid_Character (Looking to map controls in here, dunno how) >> BP_ThirdPersonCharacter ( (un)Possess logic inside)
The actual pawn in the scene being spawned is a ThirdPersonCharacter, so it gets the whole inheritance chain applied.
- BP_ThirdPersonCharacter has the possess / Unpossess I showed earlier
- BP_Humanoid_Character has practically nothing in it (maybe should call parent class methods ? )
- Character is the default ACharacter implementation and I have not touched any C++ line in it.
out of the box, should this be able to move the character ?
The input actions and IMC_DEFAULT for the character were working fine before i refactor the structor of inheritance (except that it works even without assigning IMC_default through nodes ) which made me think that stuff is happening in the C++ file named after the project. I wanted everything to be Blueprints, so i refactored...
I must be missing something here to tell the character how to move based on the inputs ?! i dont know
@undone bluff






