I have used Unity3D in the past, and i was wondering if UE4 has anything similar to its KeyCode.None.
I have seen that the EKeys struct has an entry named Invalid, and, when i add a new action binding in the project settings, its default value is None, but, if i make a Key variable in blueprint system, i cannot set it either None or Invalid.
I suppose you must be able to set a binding to None or similar, to leave it empty without deleting the binding, or maybe i’m wrong?
See ya!
P.D: To make clear what i want to do, is something similar to this:
I mean, in the project settings you have a list of keys to choose from.
Maybe i can create a “None” key and add it to the list?
Also, i have seen that the FKey constructor can take a FName as argument.
I suppose, if i create an FKey(“A”), it would return me the same FKey which is defined in EKeys struct, but… what if i use a custom name?