Current Version: 4.15, Prior Engine Versions Are Available!
Major Update ~ Assorted fixes contriubted by community members:
Major Update ~ Added 3 New Nodes for Finding and Removing Key Bindings
Major Update ~ Support for Mouse Inputs, LMB, RMB, MMB, MouseX, MouseY
Major Update ~ Multiple Keys Per Mapping
I've added support for rebinding a mapping during runtime which has multiple keys associated with it!
Major Update ~ Axis Mappings
I've added support for Axis Keys!
I am giving you a full sample project as a download (8mb) where I've created a fully functional UMG Key Rebinding System!
You can click on the name of any key and then simply enter a new one on the keyboard/gamepad (just pressing the button itself that you want to be the new binding!
And I do track ctrl,alt,shift, and command!
And the list is scrollable too!
This video demonstrates how my Runtime Rebindable Key System does actually have a scrolling feature!
You can have infinite key bindings in your list!
I also demonstrate how easy and fast it is to add new keybindings usig Project Settings -> Input!
Remember that I am giving you this whole project for your own use!
Rebind Actions During Runtime
And best of all, because of my Victory BP Library nodes, the changes you make in the Key Rebinding Menu instantly update the ingame character input component!
So if you rebind Jump from spacebar to page up, it takes effect instantly!
Why Am I Giving This For Free?
Because its really important feature for any game and I just finished figuring out how to do it for Solus.
I figured you would enjoy it as well, since it was honestly not that easy to do, and I had to really think about how to do both the UMG and the actual C++ code to dynamically update action mappings during runtime
Here's the full project for you!
Wiki Link to Download Page
How To Use My Menu
Go in game and press the K key!
Click on the black and red buttons to rebind the jump button!
Add new actions any time using Project Settings->Input
Victory BP Library
UE4 Forum Link