I’m trying to set up an elegant, simple solution that ensures every “On Clicked” event from my menus can be done by tapping a single face button on a gamepad. Apparently this is possible with enhanced input mapping, but I’m not sure how. Any pointers? I already have cursor movement bound to gamepad thumbstick movement.
I’m an extreme rookie, so if you could possibly illustrate your suggestion via BP or explain to me in ELI5 terms, that’d be great. Here’s my setup (as you’ll see, I have a lot of buttons to navigate that all open their own menus with buttons, so I’d prefer an elegant one-button-clicks-all solution, if possible):
Your almost there ill post some screenshots of the menu system in the vr template for you
Ahhh! Thank you! I found a slightly less clever setup before this, using an integer switch and simply numbering each of the buttons so the game knew which one I was tapping gamepad buttons on, but this looks like the method I should try next time around! Far simpler.
do check if that will work in shipped builds as ue5 is moving away from it and unsure using the old key binding trick will work or not
Oh, wow–if that bites me in the bum, that’d suck. Good flag, thank you
Would it be possible for me to package as a dev build and subvert the issue, if it crops up? Are dev builds (or some other kind of build) eligible to be uploaded on Steam? I’ve only ever uploaded shipped builds.
Just do a dev build and test on your own hardware no need to ship a dev build. But be worth trialing before shipping