Keybinder
Modular Option Widget 4 of 4
Last updated
Modular Option Widget 4 of 4
Last updated
Before we proceed to learn how to use Modular Keybinder
, let's also quickly add a few simple cosmetic elements to our Examples Page
.
In Palette, scroll down to the Controls Category Header
, Horizontal Spacer
and of course Keybinder
:
By quickly specifying Header's
name we getting a much nicer look:
Despite being one of the four Modular Options
, Keybinder is rather separated and different beast.
The first reason is because it does not produce any values that you have to handle, you just specify the 'Name' of your mapping and that's it, nothing to handle in Event Graph
really:
Such Keybinder
is set and ready to go, but there is a chance that you still see it in the game as 'incorrectly set'. This is because sometimes during development mappings mess-up in the SaveGame
file. Go to the file YourUEproject/Saved/SaveGames/GameSettingsSlot.sav and delete it and everything should be ok. This procedure has to be done rarely, only when you add new 'names' to the mappings. Slight inconvenience that occurs for reason I don't really know yet.
Equivalents of the crucial functions look like this:
Custom Default Value
checkbox for this Modular Option works as well:
However, Auto-Apply
checkbox specifically for this Modular Option is not implemented, so it just Applies instantly. It is not just because nobody in the world ever needs to set a new hotkey and then confirm-click the Apply button, it is more because for Keybinder
it is quite difficult to implement such functionality. Just ignore that checkbox.