I recently go Rama’s awesome rebindable controls demo, and it’s awesome, but it doesn’t rebind axis mappings. I can’t find any way to do that and I assume it’s possible because why wouldn’t it be, can anyone point me in the right direction? This is the only mention of it I’ve seen and I don’t know how to implement it: UPlayerInput | Unreal Engine Documentation
I think the way you would do it in blueprint would be to create a series of adjustable switches where each key calls a variable and that variable goes through a switch to perform a specific action. Then in game the player would change the key to a different function which would alter the variable for that key which would interact with the switch.
That sounds really terrible considering I’ve built like 90% of my game already without that in mind since the mapping system exists and I thought that it would let me rebind things. I can’t believe that there’s no way to rebind them with blueprint, that’s kinda insane
I kind of agree with you, but this shouldn’t be that difficult to fix, no matter how much of your game you have created.
Everywhere an input is being called, put a custom event in it’s place. Then, just call those custom events immediately after your switch.