How to change WASD settings in editor?

Hi,

Can someone have found the way to map new key inputs for WASD movement in the editor? For the flying camera for example?

Thanks,

#Edit->EditorPreferences->ViewPorts


Use WASD For Camera Controls

WASD controls are my favorite!

Rama

Hi

The information is not what I m looking for.
I m on an azerty keyboard so wasd settings is just not easyto use.
I want to put zqsd instead. There was already this issue in UE3 and I thought this might have been adressed.

Everything can be bind differently but I can t find those settings.

Thanks

Hi,
same problem here, I just can’t find where to change it for the editor.
I manage to change it for in game (or in editor) play, same way as in udk, but I can’t find for the in editor movement (the one when the right mouse button pressed).

I hope someone gonna find it.

Thanks.

FYI, I put the thread in the Epic feedback forum also Here

I think this haven’t been adressed so it need some development (from Epic or Contributor on GitHub).

Unfortunately this is still a problem in UE4. It is not possible to rebind most of the actions used within the viewport. We are aware of this limitation and how it negatively impacts your workflows and are working on a fix.

Thanks for being patient with us. There be dragons in the viewport input handling code so it’s sensitive to change.

Good to know that it will be managed by you.

We will deal with it for the moment until the fix is available. I hope this won’t be too long :smiley:

Thanks,

Would be cool if we could utilize middle mouse button and multiple key combos (i.e. Shift+middle) as well as defining axis controls. I am hoping to be able to setup my view port controls similar to blenders, for ease of use when transitioning between the two.

Also being able to change the components viewport bindings for class blueprints would be cool as well if they aren’t linked already with the world viewport.

Good news everyone!

I just checked in a change to permit rebinding these keys, and it will be in the next release (4.1.0). You’ll be able to locate them under “Viewport Navigation” in the keyboard shortcuts area of the editor preferences. These bindings will change the control for all viewports, so including things like the blueprint component editor.

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That’s exactly what was missing for non qwerty keyb user!

Does that mean we can get it from Github or should we wait for a full push from your perforce server?

Thanks!

You’ll have to wait for a full push from our perforce server to GitHub. Hopefully the next manual push will be in a few days.

I use UE 4.10 but I can’t manage to use ZQSD keys for the flying mode in the editor viewport after clicking on PLAY
I’ve already modified the project settings for a correct key binding in the different axis (not necessary in my situation)
I’ve also changed the key mapping in the editor settings for the viewport navigation
My mapping seems to be correct (Z instead of W, Q instead of A…) but in play mode, moving still uses the “qwerty” style (WASD)

I’d prefer avoiding to use a character controller when testing, I just want to use the right AZERTY keys when playing my level

Is there a solution ?
thanks

I have the same problem! I changed the viewport navigation settings (Editor Preferences → General → Keyboard Shortcuts) for ZQSD style, the flying mode is correct in the viewport but the Play In Editor (PIE) remains in AWSD style… Please do something it is very annoying for the workflow…

I just want you to know I read that in Professor Farnsworth’s voice.

PIE mode is your Game Stuff. You need to edit your Game input Settings.
It’s not linked to this change.

The setup you made is “editor only”, nothing linked to the game itself. By default all templates are in WASD, but it’s easy to update them to be ZQSD but that’s in another menu entry.

Thanks for your answer but as I said before, Viewport Navigation settings (see kb1.png) and project input settings (see kb2.png) are correct for an AZERTY Kb but WASD keys are still used in the PIE mode.
And I stillk don’t know why.!
Until now, no other solution than using a character controller.

In PIE mode you dont’ need to have a character controller !!

You press play and that’s all

In fact, I think that the defaultPawn (when you are in PIE) uses settings harcoded in the file

…\Engine\Source\Runtime\Engine\Private\DefaultPawn.cpp

In my opinion, without a character controller, this class must not be fully set up, the default hardcoded values must be used and the user input settings may not be read.

So I think the lines 86-94 must be edited and the engine recompiled to work with ZQSD keys.
I’ll try that !

If you are not using a character controller, what are you using to get your inputs in your game? At some point, you must have a controller, so in it, you must use the “usersettings” value and not default one.

do you have any controller that you override?

As I said I did not add a CC, the default CC is used in PIE mode
To be more precise, I’ve just created a Blank C++ project with start content and press play after editing the settings shown in the previous images. And WASD keys are used in PIE Mode