[Free Community Project] [Blueprints] Cardinal Menu System | Steam and LAN Server Browser and Pings

I managed to find the input settings after looking where you indicated, though having to recreate the input settings in the arrays manually is a bit of annoying busywork, on top of nuisances like the system messing with the default input settings so they’re alphabetical (something I didn’t want but I can live with for now).

That being said, I ran into some worrying bugs:

  • Changing to one of the control sub-menus (PC, Xbox or Steam) messes up the controls completely.
  • The game doesn’t exit menu mode when going into the main game mode, messing up mouse and gamepad input.
  • If you use a different number of inputs for PC compared to gamepad (say, you want to do forward, back, left and right on keyboard while just horizontal and vertical on gamepad, because the latter is the only way to get proper analog movement), there’s an excess number of input slots.

Right now it seems the control rebinding system can’t handle the possibility that all input types have a different number of inputs, and the transition from menu mode to gameplay mode is broken.

Edit: Yeah, after some testing in the 4.15 project, I came to the conclusion that you simply can’t have proper analog input with this system right now without making a mess of the menu, which makes it functionally unusable, IMO. The mouse mode bug is somewhat weirder, though, I can’t figure out what’s causing it.

Edit 2: Okay, I think I fixed the menu mode issue somehow, maybe. Not quite sure, will keep testing.
Edit 3: Nevermind, it’s broken when imported into my own project, which is functionally bare-bones. I’m basically at a loss at this point.
Edit 3: Now that I’ve done a bit more examining, I think the key remapping issue stems from the fact that the victory plugin doesn’t really account for the need for secondary mapping, and the menu itself can’t deal with input numbers between input types that don’t match. I’ll probably get rid of my secondary map slots for now to try and fix the problem, and introduce a bit of redundancy with the gamepad mapping to make the input mappings match properly.