Ok, I’m trying to have a “scene” that is separated from the gameplay.
I want the “scene” to be modular, so I have a specific Input Mapping Context(IMC) for it.
To change it:
I want to store all other active IMCs, deactivate them and then add the “scene” IMC.
After I’m done with the “scene” I want to remove the “scene” IMC and reactivate the old ones.
To do that I was trying to use the node “Get Mapping Contexts” to get all other active IMC since I want the “scene” to be modular I won’t be looking for specific a specific IMC like this:
The “Get Mapping Contexts” node needs a target input called “Player Mappable Input Config” but I have no idea on how to get this.
I can’t… Even when I untick “Context Sensitive” from the RMB Context Menu the only thing that shows up is a cast for it. But I don’t know what to stick in it anyway.
But if the Player always uses the same IMC by default and only the “scene” one is specific and you want that to be modular you could promote the IMC that “scene” uses to a variable, expose it and set it like you want on the different “scenes” you have in your world.
On my current project I have setup a way to switch Pawn. Each possessable Pawn has an Actor Component with this logic in it:
Yeah, that’s what I assumed… I set a simple add context on posses and a remove all contexts on unposses to both of them. Not really modular but it’s minimal.
I really hope there is a way to get all contexts in the future.