Quick answer: Possess the pawn with a player controller, enable input, and bind the input actions (or set up Enhanced Input mappings) so the pawn receives and handles input.
A pawn that ignores input is usually unpossessed or missing input binding. Here is how to fix it.
How to fix it
1. Possess the pawn
A player controller must possess the pawn for input to route to it. If the controller possesses a different pawn (or none), your pawn gets no input. Possess it on begin play or spawn.
2. Enable input
Confirm input is enabled on the pawn and the controller. Auto Possess Player or an explicit Enable Input call ensures the pawn is set to receive input events.
3. Bind the input actions
Set up the input bindings — with Enhanced Input, add the mapping context and bind the input actions in the pawn or controller. Without bindings, input arrives but nothing handles it.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.