How can you change key binding of a Enhanced Input
at runtime in blueprints?
What I would like to do is to have a variable Controlls
(of type Input Mapping Context
) inside my User Settings
variable of type Save Game
that contains all the game settings and it is inside CustomGameInstance
, and any changes to be applied to that variable and then applied to the controller.
I have a Input Mapping Context
which contains all the Input Actions
. I’m giving the user the option to have 2 keys for the same action (for all of them), so for example for moving forward I made two inputs MoveForward1
/ MoveForward2
. Maybe it is not the recommended way to do it, but I thought it might be easier for me this way. I can change it if there is a way easier/better, it is fine.
For now I’m using this inside the Character
blueprint for testing so that the inputs can be used, on Event BeginPlay
execution line:
But for input of Mapping Context
I will change it to get the variable from inside CustomGameInstance
after fully implementing it:
I postponed implementing a key binding menu for as long as I could but now I have to do this as well.