#I cant move when I play

1 messages · Page 1 of 1 (latest)

high pagoda
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hello, I downloaded this project on github after some trouble shooting to just run the project, now I can't move or look around when I play. Everything seems good tho.

I'm new to O3DE, so please explain everything you say lol

quaint elk
high pagoda
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i'm on arch linux using gnome, idk if it change anything, maybe because of wayland?

quaint elk
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Are you able to: make a new standard level, and fly around using the default Camera + FlyCam Component?

high pagoda
quaint elk
high pagoda
quaint elk
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That's no problem, just wanted to be sure.

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This is a tutorial if you haven't seen it: https://www.youtube.com/watch?v=O7rtXNlCNQQ

I can't find anything on the server about input not working.

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Lmk if you've done the tutorial already.

high pagoda
high pagoda
glossy bolt
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I'm looking into this but it will take a day or two to get setup

south star
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I have this problem too

uncut vortex
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is wayland isn't it?, i believe i had some problems with O3DE under Wayland before, switching to X11 solved the issue.

south star
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whenever you tried to add a component to an object did it add 2 of the same component?

uncut vortex
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yeah, it's a kind of bug, but i can't remember what's the cause, it was reported more than twice, but seems the workaround is either right click the component o press the "Enter" key.

south star
uncut vortex
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Uh huh, it's probably Wayland, i've just tried the latest development branch of O3DE with OpenSUSE Tumbleweed and KDE Plasma 6.6.2 under X11 and works as it should.

high pagoda
weary imp
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Because X11 is deprecated across most of Linux now and it simplified a lot of future security and development efforts.

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There will just be growing pains as software has to adapt.

south star
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Time to get xfce I guess

uncut vortex
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Yeah, XWayland doesn't go well along with this kind of complex applications, this is why i rolled back to X11, the improvements and the so called "security" features are pointless and breaks a lot of stuff for me, also tried GNOME and i just couldn't stomach it.

high pagoda
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hey so I even installed KDE plasma (X11) and the same problem persist

weary imp
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Latest KDE I think runs X11 apps on Xwayland so it may be the reason

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You may have to force it to use X11

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I run dev on Fedora KDE though and don’t have these issues, so I’m not exactly sure what’s happening

high pagoda
high pagoda
uncut vortex
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System Settings -> Colors & Themes -> Login Screen (SDDM) -> Click on "Behavior" button on the top -> Select "Automatically log in: as user [username] with session:" and change session as Plasma (X11)

glossy bolt
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I take it this is a wayland-specific issue? I'd have to switch to a wayland booted linux to try it?

south star
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I'm just installing cinammon because it has good x11

high pagoda
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I'm on a arch linux gnome (latest of all)

glossy bolt
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I have a ubuntu 25.x partition I can try which I believe is wayland. Or its ubuntu 26.x

south star
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I'm on x11 now and still having the issue

glossy bolt
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okay so maybe its not wayland specific

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is there a super easy way to set this up so I can investigate and fix?

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I have access to ubuntu 25.x+ and windows

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do I need those gems?

south star
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idk I went back to unity

high pagoda
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and I tried to switch to X11 too and I'm still having the issue, i'll try reinstalling the engine to see if it do something

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It can be a drivers issue but I dont see anything that seems to be missing

glossy bolt
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I'll verify it on windows at least. I have already got an element in my todo for making sure the input system still functions since we got some conflicting reports.
like, I can definitely use it via script canvas and stuff, since demos like NewspaperDeliveryGame still work

glossy bolt
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I'll start with a really simple project htough that just has input bindings and prints like "hello world" or something so we can see that the basics are working or not

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note that if you press the imgui button (home ) while running there is a 'raw input' debugger window that shows the raw inputs coming from the OS

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if those are zeroed, nothings gonna work and it would imply that the device isn't coming through at the raw level

high pagoda
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@glossy bolt

is that what you were talking about ? does the "false" mean it dont have access to my keyboard or something ?

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everything here is inactive except the escape key (i'm not sure what all this mean though)

high pagoda
glossy bolt
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that second screenshot is the actual input monitor yes

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it should react in real time as you move mouse, joystick, pres skeys, etc

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thats the bottom of the input stack, basically the thing that gets raw input from the OS

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inputs go from there into the input system to translate into things like "jump" via the input bindings system

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so if that part isn't working, nothing else will

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weird that updated shows ESC active

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the key states are like
IDLE (not pressed)
PRESSED (initial frame of pressing it)
HELD (every otehr frame while its held down)
RELEASED (initial frame of releasing it)
IDLE (all other frames after that initial frame of releasing it)

high pagoda
glossy bolt
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okay, so its probably some low level problem, where wayland or something is not actually being listened to or delivering the keypresses

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I think my version of ubuntu (25.10) is gnome + wayland by default

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so I might be able to do some debuggign

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at least this helps me know where to start

high pagoda
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I'm on X11 now though

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and I reinstalled the engine like 2hours ago also

uncut vortex
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This is really odd, Checked it on KDE Wayland, no issues.

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The only thing it comes in mind is probably you did build the project BEFORE opening the editor?.

quaint elk
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For those of you testing, if you do the same testing with a regular physx character controller, does the issue arise?

high pagoda
glossy bolt
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Please note that the above test showing the input monitor bypasses all the input system, input mappers, etc and is the base raw input

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so it wont have anything to do with the fps controller, or physx, or anything

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pressing keys is not causing keypresses to bubble up from the base layer if that ui shows nothing

glossy bolt
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I can at least validate that on windows, the input imgui does jiggle about when you press keys

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note that there are 3 keyboard devices

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one is the keyboard used when the runtime is running

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one is the keyboard used as a virtual keybaord (for android devices, that sort of thing)

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one is the keyboard used when in editor mode (device 1000), not in game mode

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I'll try it in linux soon

high pagoda
glossy bolt
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yep, I just wanted to verify it on windows before I moved to linux

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like whether it was a problem everywhere or something more to do with x11 xcb or wayland or something

glossy bolt
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are you using the installer versiondownloaded (on linux, via the deb installer) or are you building the engine yourslef

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we found a bus binding issue when using installer

glossy bolt
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hmm, just tested with ubuntu 24.10 and using the downloaded SDK

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works okay at the input binding level

high pagoda
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I'll try building it

glossy bolt
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on saturday I gave it a spin and so far, for me on ubuntu 24.10 (which I bleieve is wayland by default) the editor seems to work with default settings

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there are some issues, but I do get input in that raw input screen

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and if I make a simple level with an input binding component, that prints a message when "w" is pressed (Via script canvas), it detects it

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and it works with both the installer (from o3debinaries.org) deb version (clang14), as well as build-it-myself sdk (clang 20) and from direct code (clang 20)

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so there must be some environmental difference between that linux and ubuntu that is getting in the way