My player controller class finally works fine (i can now work with mappings from the blueprint system), but i don’t know how to save the new mappings.
I have tryed with the SaveConfig function inside my player controller, and the one in PlayerInput, but when i re-enter in the PlayInEditor mode, the changes are gone .
Thanks, Rama’s plug-in certainly had the answer :D.
To anyone with this problem, the solution is there:
In the ReBindableKeys project, open the VictoryBPFunctionLibrary.cpp file located in Plugins\VictoryPlugin\Source\VictoryBPLibrary\Private.
And here, look for the VictoryReBindKey function. The most relevant code is this:
UInputSettings* Settings = const_cast(GetDefault());
//SAVES TO DISK
const_cast(Settings)->SaveKeyMappings();
//REBUILDS INPUT, creates modified config in Saved/Config/Windows/Input.ini
for (TObjectIterator It; It; ++It)
{
It->ForceRebuildingKeyMaps(true);
}
With this, you get access to the InputSettings config, there, you can apply any changes to the Settings->ActionMappings array, and then save them to disk.