Possible to refresh Axis Mappings in realtime?

I’ve setup Axis Configurations/Mappings to allow me to differentiate input for various peripherals, such as Controller and Mouse.
I have options to allow the user to change the sensitivity for each Axis Configuration; however it only implements the values at the time the player controller is created.
If the user adjust the settings, the changes won’t take effect until the Player Controller is reconstructed. Which means they basically have to exit and restart the game.

I’ve been unable to find how to access the Axis Config values in use by the Player Controller, hence my dilemma.

I know that I can have the Player Controller force rebuild keybindings via c++, but I don’t see any such capability for Axis bindings.
I can manipulate the Player Controller Pitch, Yaw, and Roll rates via Blue Print, but that method applies universally to all input devices (which is what I don’t want).

Is what I’m seeking to do not possible?

If not, are there any plans to accommodate this?

If it can be done… Does anyone have any suggestions?

If I’m understanding your problem correctly, you can set the sensitivity of the input using the input settings or you can do it by multiplying the value by a float each time the axis is used.

You can see an example of the practice in the ShooterGame example in:

void AShooterCharacter::LookUpAtRate(float Val)
{
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Val * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}

Now you can modify the BaseLookUpRate to change the sensitivity.
In the ShooterGame example, and also I think in the ThirdPerson and FirstPerson examples that player can be controlled by either mouse or gamepad, so you can see how the different methods are using to control the character with different sensitivities for each in these demos.
That should fix your issue.
You can find a Blueprints example by loading the ThirdPerson template with Blueprints only, if you prefer BP for controls.

Am I understanding your problem correctly?

Its going to be some time before I’ll be back in this section of the project to test.
So I’m going to go ahead and accept this answer so you don’t have to wait for my confirmation :slight_smile:
Thanks for the reply

I got this sorted, and it was actually quite silly…

“ForceRebuildingKeyMaps” does in fact update the axis mappings in realtime, as well as Action Mappings.
My issue was, the way the settings for change Axis Mappings was being implemented, never actually called the Rebinding function.

A simple update to the code and all is well.