Hi, I am very sorry to you all that I have been unable to provide proper support for this asset lately. I will be busy in the time forward, so be aware assistance can be delayed.
I had reports that this was an issue loading .ini file settings in the initial release of 4.19, but the later patches seems to have fixed this, I cannot replicate this problem for now.
The menu dont support hidden key actions by default, but it should not be to hard to implement.
Open up “SKeyAction” in QualityMeny/Blueprints/Util/Keybinding
Add a new field “Hidden”.
https://i.imgur.com/hj1puJK.png
Then, open function “Init Key Mapping” in BP_KeyMapping and add a new variable “Hidden” to store value from SKeyAction.
https://i.imgur.com/ZyqLB8a.png
In WB_ClassicSettingsKeybinding -> Init Key Settings, add a branch so mapping will not be visible in menu.
https://i.imgur.com/ppJrEG8.png
Make sure you now save and compile all files that was affected by this modification.
Finally, in DT_InputActionList, you can enable “Hidden” to hide a mapping from menu. The actions are still available as normal in blueprint.
Alternative, you can just use the normal input system in engine for those mappings if you don’t need to do anything special with them.
This has happened before when you remove and re-add blueprints using “Remove All Widgets” or similar. The menu works best when you collapse it to hide it, instead of removing and re-creating it.
See WB_ClassicSettingsMain for an example on this.
https://i.imgur.com/Eqk06a9.png
The localization support in quality menu is not as good as it could be. The current system uses the provided “Get Key Display Name” from unreal key inputs, and cleans it up in different places.
See BP_KeyInput -> “Generate Display Name” where it first generates a default keyname when keys are initialized. Check inside the collapsed nodes too since it does some special names for mouse and analog directions.
https://i.imgur.com/p0Kp4HB.png
Then, inside BP_KeyCombination -> “Get Key Combination Display Name” it does some further text modification to shorten some unnecessary long keybindings. Take a look inside the collapsed nodes “Generate Short Unicode” and “Generate Short Ascii” to get the idea.
https://i.imgur.com/3XWbqn5.png
I am sorry that I cannot provide more help with nativization. I wish I could, but it’s too finicky and does not provide good error messages to debug with. It can also change issues between engine versions.
I think I have already e-mailed you a response, but in case that was not you, I will repeat what I sent to him. Comboboxes broke back in 4.17 update, I posted a migration guide on forum that should help you get up to 4.19
https://forums.unrealengine.com/unre…15#post1040415
The quick fix is to download a new special button that works around the issue. Read the forum post for more details.
https://drive.google.com/open?id=0B6…3JGTkJFWVgzeFU
It worked for 4.17, and it “should” work for 4.19