Legacy/Rebinding Keys At Runtime in Packaged Game

Overview Author () Dear Community, Full Project Release For You I have composed a full sample project that uses my Victory BP Library plugin nodes to create a fully rebindable keys menu in UE4! Wit...

Overview

Author ()

Dear Community,

Full Project Release For You

I have composed a full sample project that uses my Victory BP Library plugin nodes to create a fully rebindable keys menu in UE4!

With this menu you can simply click on the names of keys next to their related actions, and then press a key to rebind!

My input system tracks Ctrl Alt Shift and Command as well.

So you can simply click, then hold CTRL and press R to bind any action to Ctrl R !

And it saves to disk immediately and rebinds the input so that the keybind is instantly updated during runtime!

Rama's Re-Bindable Keys Complete Sample Project For You

File:ReBindableKeys.zip
File:ReBindableKeys.zip

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BP Node Overview

I have succeeded in rebinding keys at runtime in a packaged game for use with a UMG Key Rebinding menu!

I have provided you with the Blueprint nodes in my Victory BP Library!

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Victory BP Library

Victory BP Library Download

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My C++ Code

I spent several hours to research how to do this in the UE4 code base.

Here's the core C++ code I wrote!

The whole source code is in my Victory BP Library download!

Enjoy!

bool UVictoryBPFunctionLibrary::VictoryReBindKey(FVictoryInput Action)
{
    UInputSettings* Settings = const_cast(GetDefault());
    if(!Settings) return false;

    TArray& Actions = Settings->ActionMappings;

    //~~~

    bool Found = false;
    for(FInputActionKeyMapping& Each : Actions)
    {
        if(Each.ActionName.ToString() == Action.ActionName)
        {  
            UVictoryBPFunctionLibrary::UpdateActionMapping(Each,Action);
            Found = true;
            break;
        }  
    }

    if(Found) 
    {
        //SAVES TO DISK
        const_cast(Settings)->SaveKeyMappings();

        //REBUILDS INPUT, creates modified config in Saved/Config/Windows/Input.ini
        for (TObjectIterator It; It; ++It)
        {
            It->ForceRebuildingKeyMaps(true);
        }
    }
    return Found;
}

Conclusion

Enjoy!

ÔÖÑ

Rama

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