would you mind sharing some more info with us? Like, what do you mean exactly by random keyboard layout?
If I understood you correctly, you’re swapping keycaps around, which by default don’t have any effect on the keyboard output.
As for the generalization of game input by the publisher; the publisher doesn’t usually has any influence on how the game mechanics are exactly implemented. The implementation of user input may differ from game to game, as they differ in their engine.
thank you for the info, made it a lot clearer to me. As far as I am aware of there’s no easy way to do it (as in no source code editing), take a look at the InputCore, InputDevice modules (Source/Runtime/)
If you’re concerned about keyboard combability issues, UE4 should solve that for you. So I’m sorry, but I don’t really see a use case for that.
I doubt there will be such an implementation in any time. scancodes are depending on ther underlaying platform. So in Linux you have different ones than in windows, don’t want to thing on all the plattforms ue supports. this is where input binding comes into play an that is well implemented.
maybe something like this plugin can help Keyboard Layout-Independent Input in Code Plugins - UE Marketplace
Go to page 53, and you will see, the scancode is standardized
After, yes, there are two sancodes, the hardware ones and PC ones, the USB IF standardized the hardware scancode that all keyboard respect and send to the PC.
The PC scancode depend of the OS translation table.
But we don’t care about Linux honestly, if Unreal Engine was used by Linux users and produce Linux games, we would know it already, Linux is a minority and shall not be considered into software development that can cause important restriction as this.
EA games don’t care about Linux hardware implementation since they manage the keyboard with PC scancode instead keycode.
yes. the module is included in UE and you can call that DLL function via CPP function call. This (your own) cpp function can then be exposed to Blueprint. sounds hacky, but this is how it goes
Hi there! Looking for a good module to set this up but I don’t manage to find one, could you please bring some more informations to me if you already did scancode detection within UE?
Unreal Engine should make this the default behavior. It’s sad and disgraceful that most of the biggest budget AAA can’t get keyboard layouts correctly. I can’t cite any game made with Unreal Engine that uses scan codes instead of keycodes. All the games are layout-dependent and little care is given to those who use AZERTY or QWERTZ keyboards; let alone those from other parts of the worlds.