[4.11] InputActionKeyMapping saving requires game reload
I have several input key mappings defined inside of the project settings. These Action Mappings are used in a blueprint player controller.
I've created the way to get all mappings and save them through c++ and implemented them through UMG.
As soon as I call
Any idea why this would be happening?
asked May 30 '16 at 03:38 PM in C++ Programming
So, I was able to fix this issue by re-working the way I check for input. My previous method implemented the widget's OnKeyUp and OnKeyDown overriden events in order to pass input.
I modified the widget to listen to key inputs from the PlayerController instead and everything seems to work fine now, no longer requires a game reload in order for the bindings to work.
I'm guessing the problem with OnKeyUp and OnKeyDown in a widget is the "Get Key" node from the "In Key Event". Since that's the only difference between the two methods I listed.
Hopefully this helps anyone else that runs into this problem.
answered May 30 '16 at 08:02 PM
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