Hey all, so I’ve got a question about remapping keys within the enhanced input action system.
So here’s what I got: I have a “Settings” menu that houses all the key bindings the player will need. These key bindings include a set for Mouse & Keyboard, as well as Gamepad. I am trying to find a way to remap individual keys for each input action. For example: I have ‘Jump’ set up as ‘Space’ and ‘Gamepad Face Bottom,’ and I want to only change the keyboard binding, not the gamepad binding.
I also want the input selectors to show the default key mappings at the start, obviously. I have a decent amount of this set up in my blueprints, the only problem is pulling the separate keys from each input action. What ends up happening is the input selectors pull the first option from the input action, and I have no idea how to specify which binding I want to change within the input action.
I’m attaching screenshots to further show what I’m trying to explain. I really don’t want to have to break my action mappings into individual keys, so if there is a way to achieve this I’d really love to know.
Thanks!!
These are all of my Input Actions inside the Mapping Context. You can see I have 2 different bindings - ‘Space Bar’ and "Gamepad…’
This is an example of me setting up the initial default value of the input selector by passing the default bindings from the action mapping. Since I don’t know how to separate which binding I want to change…
In the video that you are showing, for example the part of your “IA_Interact”, you think it is possible that I would in a example have the keyboard key E. By pressing it I would grab my item, but on the same “IA_Interact”, when I press Q(as a example) I can drop the item?
for multi-key actions you dont want to replace the whole Input Mapping Context — edit the specific slot. get the mapping via Get Player Mapped Keys (filter by Action + slot index), then Unmap Player Key for that slot only and Map Player Key / Add Player Mapped Key In Slot for the new key. keep a loop that builds one row per slot so Mouse+KB and Gamepad stay independent. also show the InputKeySelector per row not per action.