I’m trying to set up inputs (w/ remapping) using the Enhanced Input/Context Mapping system. The previous system is deprecated.
I can set up and remap single inputs, no problem. Examples: Melee Attack - LMB, Jump - Spacebar.
But if I want to include a secondary key, the Enhanced Input system wants me to set a Trigger/Chorded Action. Examples: Strong Melee Attack - LMB + Shift, Roll - Spacebar + CTRL.
So far so good.
But if I want to give the player the option to change their input mappings, these Chorded Inputs are locked away. I can’t access the Trigger/Chorded Input in blueprints. I cannot get or set the Chorded Inputs in BPs.
The Chorded Inputs need to be displayed in the UI. I could lock the Chorded Inputs so that they can’t be changed. But I have no way to dynamically get the Trigger array that any particular input might have. Or at least I haven’t found a way to do this.
I’m going to look at C++. But this is not what I expected from the EIS.
How are other people doing this?
Edit: Currently using 5.5.4