Hello, I would like to know how to implement keybindings for sequencer tools, specifically the MetaHuman’s Character picker Utility widget. The example here is for when the head button is clicked, and the idea behind my question.
If there is a way to set keys to call functions of widgets, in sequencer, please let me know.
The end goal is to transition to using an input device such as the Azeron Cyborg, or Razer tartarus, which would better facilitate selecting the large number of desired controls, and keep the mouse for more gradient adjustments of said controls, instead of trying to precisely select a control, or take the cursor off the character model to use the widget.
It’s absolutely horrible, but I’d like the control selection to be dictated by the already selected control rig, but I’m not sure how to do that. Currently this selects the first VISIBLE control rig, and can work around the problem by temporarily hiding rigs you don’t want to use, also have to make different skeletons work with this.
Really hope Epic’s AI helper things in Unreal Engine 6 are up to the task, because this takes FOREVER learning it myself when I have the time.
Example of what I have in mind, sorry for the bad crop job.
Reminder, this is to be used with a gamepad/custom keypad like the Razer Tartarus or… really just a second keyboard that you could rebind like a controller. A really big issue is the lack of spare keys to use, or figuring out how to use the Custom Shortcut’s context override(which i have not done).