I have a minimal example project which just renders a menu with 3 buttons. I want to use the top and left gamepad buttons for Confirm and Back respectively. On the keyboard I want to use ] and [ respectively.
I’ve followed the guide to set those buttons up, but the menu still defaults to using Gamepad Down and Space as the Confirm buttons.
Here’s the complete minimal example project that shows how my custom inputs aren’t working: MyProject.zip (24.7 MB)
I’ve named the relevant objects as obviously as possible:
In step 2 I’ve set up my data table to use the buttons I want:
In step 3 I’ve set up the default Click and Back actions to be my custom actions:
…and this CommonUIInputData is configured in the project settings:
If you try to run the project though, you’ll see that Gamepad Top and Gamepad Left don’t do anything, and Gamepad Down is still used for Click/Confirm. On keyboard, ] doesn’t do anything, and Space is still used for Click/Confirm.
If anybody can point out what I’m missing, I’d be very grateful!
I’m stuck on the same problem and can’t find anywhere a solution to that. Everything seems correct but it is still using default navigation buttons and not the ones I’ve set. Did someone find a solution to this?
From what I can see you have assigned your triggering input action in the button blueprint. However, this gets overriden when you place it in a widget.
Therefore, go to your widget class (where you added the buttons) and assign it manually there, then see if that works.
(BTW I don’t know if its a problem on my end but I cant download your project)
PS: I JUST noticed how old this post is, so I dont know if you still have this problem but maybe it helps someone
I haven’t been able to figure out changing the click action button, but for the back action make sure you check “Is Back Handler” in the widget you want to implement it in. Then add the On Handle Back Action override function to that widget and perform your back action stuff in there. You also (and this is key) need to make sure that the widget is activated in order for any of this to work.
I’m having the exact same problem. Has anyone found a fix? I don’t care if this is an old thread, if it’s a bug Epic should have fixed it years ago, if it’s something I’m missing it should be in the documentation.