In case you are interested, I am working on a plugin for the marketplace that has a few nodes which let you get axis/action keys (array) by Name, Key, Scale, Modifier Keys, etc, along with letting you rebind them, all combined into just 4 nodes. If I want to get all axis/action keys with the name ‘Hi’, I can do that. If I want to get all keys that are named ‘Hi’ and use the the keys ‘Alt + F’, I can do that, if I want to get all game-pad keys with a scale of 4.613, I can do that. The plugin also comes with a demo controls menu (not yet released). My plugin will hopefully be on the marketplace before 4.11, so if this is something you are interested in, please let me know on my thread: Key Rebinding Plugin w/ Controls menu included [Video] - Marketplace - Unreal Engine Forums
For the record, it’s not as simple as them making a node for ‘GetInputAxisKeyByName’, as there is A LOT more that goes into input rebinding.
Blueprints work well alongside C++, but you can’t expect every little thing to be exposed to them. Once everything is exposed to blueprints, what’s the point of using C++ (I know that sounded dumb, but don’t I have a point?)? I’m sure a big reason that they aren’t exposing a ton of this stuff is that they have higher priorities, which honestly I am excited for (Optimizations, BUG FIXES, etc.). Bug fixes is a big one, I have game-breaking bugs from back in 4.8 that still aren’t fixed.
Yes, the next 10 releases of UE4 should be bug fixes… for it appears there are loads of them. As for why expose more the BP, because for the most part, one does not NEED C++ to make a game with UE4, and why force people to do so? Rebinding keys, creating and read/writing to ini files, these are basic things, not game specific things… thus should be part of the base of BP’s, in my opinion. Now if you want specific stuff that requires more C++ coding… then no. But items common among most games, should be pretty standard.