Hi guys (and girls),
See the title for my question. My current approach is this:
for (FName keyName : inputKeys) {
const UInputSettings* settings = GetDefault<UInputSettings>();
FInputActionKeyMapping actionmapping(name, FKey(keyName), false, false, false, false);
((UInputSettings*)settings)->AddActionMapping(actionmapping);
}
Which does the trick for keyboard inputs. But If I pass “Gamepad Face Button Right” as the keyName it doesn’t work. I can see in the Inputsettings, that the key is still added, but it does simply not fire the action. Also: The icon suggests it gets added as a keyboard key instead of a gamepad button as shown here:
I added the upper one with the correct icon manually, and that one works. I have no idea what I’m doing wrong (and since the documentation doesn’t really cover creating inputs in C++ it’s not a big help).
regards
Simon