Hello, I am working on an editor tool that will help validate Unreal projects for my team (a checklist of everything that needs to be correct for the project/levels/actors)
I want to be able to get the values of the editor keybindings, specifically “Save Current level”, to see if it is bound or not
Thanks, That does appear to be the array I want to access
Right now however this line of code UUnrealEdKeyBindings* KeyBind = Options->EditorKeyBindings;
is returning null when I try out the code, I do not have a lot of experience with C++ but If I can at least get the array I’ll be able to go from there to check what I need.
With the array returning null and this line of code failing to compile, I went down another path.
unresolved external symbol "private: static class UClass * __cdecl UUnrealEdKeyBindings::GetPrivateStaticClass(void)" (?GetPrivateStaticClass@UUnrealEdKeyBindings@@CAPEAVUClass@@XZ) referenced in function "class UUnrealEdKeyBindings * __cdecl NewObject<class UUnrealEdKeyBindings>(class UObject *,class UClass const *,class FName,enum EObjectFlags,class UObject *,bool,struct FObjectInstancingGraph *,class UPackage *)" (??$NewObject@VUUnrealEdKeyBindings@@@@YAPEAVUUnrealEdKeyBindings@@PEAVUObject@@PEBVUClass@@VFName@@W4EObjectFlags@@0_NPEAUFObjectInstancingGraph@@PEAVUPackage@@@Z)
By loading up the “EditorKeyBindings.ini” file inside the “\AppData\Local\UnrealEngine\5.4\Saved\Config\WindowsEditor” folder I can check to see if the keybind has been overridden to none, the only catch is that this file is only updated on Editor exit so it can’t check it live, This will work for now.