Widget input: It SMELLS

I consider Enhanced Input the devolution :slight_smile: I’m running my own framework. Soon to be public. It would have been public already if FAB supported plugin listing dependencies (which any programmer uses in modern times).

https://www.ferrefy.com/documentation/ui-additions-plugin/#compact-ui-additions-keybound

That UI framework is compatible with keybinding from my other plugin:

Documentation - Plugin: Custom Settings

I’m going much further as well, like detecting input devices, adding in a virtual keyboard for any OS,

having proper gamepad and analog cursor support (like button hover effects), improved mouse clicking.

Properly controlled widget input / focus routing / UI management, going 100% INI for settings, and having settings (keybindings etc.) stored under player profiles.

That settings framework is fully modular (because screw GameUserSettings (I don’t use it!), input and Slate spaghetti).

Even got the UI styling centralized:

Documentation - Plugin: Central UI

So I can’t say I give a crap about recent developments on EPICs side (Enhanced Input, CommonUI etc) because they came 10+ years too late. My plugins are simply more advanced and better.

My store:

Fab

Well this post doesn’t let me add more GIFs but I could sure list a ton more features that are in there.

As a oneliner on my plugin:

void UMenuWidget::NativeOnInitialized() {
	BindRoutedInputAction(USlateUtils::InputActionNavBack, false, true, this, &UMenuWidget::ActOnNavBack);
	
	Super::NativeOnInitialized();
}
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