Irrelevant Pixel
  • Introduction / Foreword
  • ↘️Integrating Menu into your game
    • Add to your project
    • Maps and Modes
    • Your Game Instance
    • Play in your Level
    • Turn ON Enhanced Input
    • Mouse functionality
    • Integration completed
  • Getting to know how to use it
    • Creating Page for Options
    • Selector
    • Slider
    • Toggle
    • Keybinder
      • Duplicating Keys
    • Stylizing Interactive Widgets
    • Save your Options
    • End of the Basic Usage Manual
  • Advancing into Internal Structure
    • Core Concepts
    • Page-related things
    • Aspect Ratios + Resolutions
    • Graphics 'Overall Quality'
    • Deeper into (C)Stylizing
    • deleting Dev.Tool
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  1. Getting to know how to use it
  2. Keybinder

Duplicating Keys

Here I am describing optional feature of the Modular Keybinder

Last updated 9 months ago

First of all, you have to understand that Duplicate Another Keybinder is an optional feature and was created rather for sake of experiment. If not used - it does not affect any functionality of other Keybinders, and you can just ignore it if not intended to use it and skip this chapter entirely.


Quickly try out yourself this functionality.

If you played the Demo which you downloaded from the Marketplace, then you already saw its functionality with the hotkeys for the Cars. The concept is pretty simple, some Keybinder automatically following keymapping of another. In order to test this out, you need to meet two requirements:

  1. Second Keybinder on your Page.

  2. Copy-Paste all of the functional parts to your Page from the WBP_PageControls.

But I would recommend to just use Page Controls directly for your game, since there are quite a lot things to copy-paste:

You actually should feel free to just go and add any kind of Options to the existing Pages. So if you want - go to the Controls Page and add there new Keybinder. Or even better. Don't even create a new Keybinder, just select the existing Shoot and specify that you want duplicating Jump. There will be one issue however. Now multiple actions will 'sit' on a single Key and only one of them will work, so disable Input Consumption:

And now when i jump, i also shoot!

Now all changes that happen to the Jump key will automatically reflect on Shoot as well.


The initial intention behind this functionality was that when you have multiple Mapping Actions, let's say for a character, boat, or plane, and each of those has different Actions in a functional sense, like 'run left', 'steer rudder left', 'roll left', but it would be preferable to be able to control all those Keys from a single sharable place.


If some of your Keybinder is using this Duplicating Key functionality, then there is one issue you have to know. Once you compile WBP_Keybinder or it's Base, then your 'Keybinder To Duplicate' will be cleared, and you have to reselect it again.