Hello! I am trying to create options menu with key binding possibilities. So I would like to know - is it possible to change input action mapping via blueprints? I discovered Input Key Selector in Widgets, but I couldn’t figure out how to use it properly for my purpose. Also I’ve tried to use Make InputActionKeyMapping Node, but looks like it’s not working, or i am doing something wrong.
I found only C++ solution and Rama’s plugin for that, but I wish I could do it by myself via blueprints.
Thank you!
In the image you shared the “Set” node never gets executed because nothing is connected to its execution pin (triangle shape on top left of node). If you connect that to some sort of event does it work?
No, I tried it with Begin play on Level Blueprint, for example. I tried it with special button in UMG - nothing happened. That image attached only as example of my attempt, not as actual prototype.
Did you ever figure this out?
Nope… But I’ve been learning C++, so I am going to do it by using C++, instead of Blueprints.
Okay, I’ve made custom Widget via C++ for those purposes, so I am gonna close this thread. If someone wants to check out my C++ class - feel free to write comment below.