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[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 const_cast(InputSettings)->SaveKeyMappings(); it invalidates all bindings until you close the game down and restart it. Then all of your updated binds work again.

Any idea why this would be happening?

Product Version: UE 4.11
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asked May 30 '16 at 03:38 PM in C++ Programming

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MajinSephiroth
1.2k 31 8 32

avatar image State128 Aug 03 '17 at 02:09 PM

Hi! Do u guys know how to restore the bindings from the DefaultInput.ini file (if the user wanna reset all custom bindings)?

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1 answer: sort voted first

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.

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answered May 30 '16 at 08:02 PM

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MajinSephiroth
1.2k 31 8 32

avatar image staticvoidlol May 31 '16 at 08:23 AM

Have you checked out Rama's wiki page on this?

Maybe "UInputSettings->ForceRebuildingKeyMaps(true)" solves the issue in a simpler way?

avatar image MajinSephiroth May 31 '16 at 12:39 PM

I've done that as well, UInputSettings->ForceRebuildingKeyMaps(true) only writes to the custom user settings ini file. It still made the game need to reload in order for keybinds to work again.

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