I have a question about playing key mapping settings.
I have keys which do different things in different input contexts.
For example, in the normal walking context, ‘A’ strafes left, but in the leaning context (added when the player is holding the lean modifier key), ‘A’ instead leans to the left.
Now, in the past, I just made both controls user-mappable an gave them both the name “MoveLeft”.
Binding something to that mapping name would change the key for both actions.
That was in 5.1, and they’ve completely changed how player mapping works in more recent versions (I’m currently using 5.4)
Now, using the new way to set a player key mapping for “MoveLeft” still works - it changes both controls. But the input context editor thinks this is illegal. It won’t allow two player input mappings to have the same name, even if they’re in different contexts. That means that while I can continue to use the inputs I’d set up before, I can’t add new ones using this paradigm or change the names of these.
Does anyone know if there’s some other way that you’re supposed to handle this kind of thing now?
Basically, I want to have a single key that does different things in different contexts, but that rebinding it will change the key for all those contexts.
I’m also not sure what’s now the proper way to specify a default “secondary” key in the editor.
For example, suppose I wanted the controls for “Use” to default to ‘E’ and also the right-mouse button. There’s no place in the input context to add a secondary mapping to the same entry, and if I add a second key entry, there’s no way to specify that it’s the Secondary mapping for an existing input (which, again, won’t allow two mappings with the same name.)