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configurable keyboard/joystick inputs with blueprints

Is there a way to make controls configurable to the players using blueprints? I'm very worried with that because I can’t find any information about this anywhere.

Example: alt text

Product Version: UE 4.10
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asked Dec 29 '15 at 02:17 PM in Blueprint Scripting

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gustavorios2
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avatar image gustavorios2 Dec 30 '15 at 02:22 PM

Is there plans for a solution from epic? I look for it on the roadmap but I couldn’t find it. It’s a very important thing right? I remember unity having a solution for this since its early versions

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you could make a data table that converts the Key's display name into an integer, and use that integer to access an index in an array of integers. the index represents the key pressed, while the value at that index represents the action you want to perform.

then you need to make a widget for the menu. when you spawn the widget, pass in the the player controller as a reference, so you can call functions that set the keys.

alt text

the CSV spreadsheet text would look like this:

  "Name","ActionID"
  "A",0
  "B",1
  "C",2
  "D",3
  "E",4
  "F",5
  etc... listing every input along with a unique number to identify it.

then you can create a blueprint struct with a single integer named ActionID, and use that to import the CSV as a data table.

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answered Dec 29 '15 at 04:59 PM

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ScottSpadea
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