Hi - playing around with the new enhanced input control system. Love the possibility to remap inputs by switching the mapping context, but I wonder if it is possible to create a mapping context hierarchy?
Case in question; I have a top-down type RPG camera going, and I want the camera controls remain the same despite switching contexts between “unit placement”, “unit ordering” etc. etc.
As my understanding is now, I need to clone my context and that is a bummer if I later decide to change the way the camera is controlled - then I have a lot of contexts to change and hopefully I do not screw up in one of them…
So what I wonder is if there is a way to combine input contexts using blueprints? I.e. either through some kind of inheritance or if a context can be created from two others? In other words, I would somehow have a “camera control context” and then add on “unit placement” when spawning units and then switch that one to “unit ordering” when an existing unit is selected.