Wasn’t really sure which section to post this in, but this seems as good as any.
Basically, when using PIE, or standalone game preview, my custom input binds work as expected. However, if I build the project, and run the newly created executable, none of those binds work any more.
Specifically - I have an event bound to the right trigger of my gamepad. If I pull that trigger in the game, it does nothing, but as above, works fine in the editor and in any standalones launched from that editor instance.
I want to make sure that I can test this correctly for you, so I need to clarify a few things to give you an answer. Is the event binding done in code or blueprint and also is it in your base player character or in a separate blueprint/code section? If you can answer those so I can set up a project in the same way and test this problem for you. If you are running in blueprint, a screenshot of the blueprint setup would also be helpful.
Yes, the “Set as Default” is required - I ran into the same issue
By the way, you can also check whether the keys are stored correctly by having a look into the “DefaultInput.ini” file. All the mappings are stored there.