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Setup Input Axes and Actions via C++?

Hi all! Just curious, is there a way to set input keys for the player without doing it one key at a time in the editor? I'd like to use keypresses, but I don't want to assign each one individually in the dropdown in project settings. I will likely end up doing something to accept ALL keys, a-z, F1-F12 and so on, and will have my own Functions like GetKeyDown, GetKeyUp, etc.. For example if I want to have a player type in their name. I'll have a string that takes each character typed. I also don't want to use something like VK_LBUTTON & 0x01 for left click for obvious reasons, I'm just kinda new to UE4 and need any advice I can get. Any examples or a point in the right direction, or even a good future reference to look into will be greatly appreciated, thanks in advance.

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asked Apr 09 '14 at 07:00 AM in C++ Programming

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Clunk47
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Not entirely sure, but theres a DefaultInput config file in your projects folder structure.

You could always set them up there: +ActionMappings=(ActionName="A",Key=A,bShift=False,bCtrl=False,bAlt=False)

but then you would still need a function for each of them. I am also looking for a solution similar to the one you need, sort of like a if (KeyPressed('A)).

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answered Apr 09 '14 at 10:15 AM

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Dune
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avatar image Clunk47 Apr 09 '14 at 05:37 PM

I ended up needing to just export my current input from the editor, edit the ini file then import the changes! Thanks for pointing me in the right direction :)

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