Announcement

Collapse
No announcement yet.

Auto Settings - Game options and input binding toolkit

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by Capn C4ke View Post
    How do I do separate Keybinds for my splitscreen game? I want to save those keybinds to a save game, and when that player joins they will choose that save game, and then their keybinds will be the same as when they set them. How can I do this?
    Hello, to save mappings to a SaveGame you need to implement the AutoSettingsPlayer interface on your PlayerController and override SaveInputMappings and GetInputMappings accordingly. SaveInputMappings should update the SaveGame with the mapping data, and GetInputMappings should return it.

    Leave a comment:


  • replied
    How do I do separate Keybinds for my splitscreen game? I want to save those keybinds to a save game, and when that player joins they will choose that save game, and then their keybinds will be the same as when they set them. How can I do this?

    Leave a comment:


  • replied
    v1.11 for 4.25 released!

    https://autosettings.readthedocs.io/.../versions/#111

    Leave a comment:


  • replied
    Ocasoblack Hi, is your tags question answered here? https://docs.unrealengine.com/en-US/...ags/index.html

    Yes, it's best to copy the Default widgets if you need to style them, or the Styled variants from the example project if that's more your thing. I don't suggest modifying the plugin content as that will cause you headaches if you ever need to update the plugin. See here: https://autosettings.readthedocs.io/en/latest/styling/

    Leave a comment:


  • replied
    Hi, Please where could I delete group tags from history, created in project settings: TagName=KeyGroup.Gamepad, since I didn't undestand at first I created wrong tags and deleting arrays won't do the job. And for re-styling widgets, to modify Buttons and font style... Do I have also copy those sub widgets, or it's ok to modify the default ones. Thanks.
    Last edited by Ocasoblack; 05-05-2020, 02:30 PM.

    Leave a comment:


  • replied
    Originally posted by Imagine-Games View Post
    how do you use gamepad to navigate this menu?
    The example project doesn't currently come with gamepad navigation, it's recommended to add it the same way as the rest of your project's UI.

    Leave a comment:


  • replied
    how do you use gamepad to navigate this menu?

    Leave a comment:


  • replied
    v1.10 for 4.24 released!

    https://autosettings.readthedocs.io/.../versions/#110

    Leave a comment:


  • replied
    v1.9 for 4.24 released!

    Release notes here: https://autosettings.readthedocs.io/...t/versions/#19

    Leave a comment:


  • replied
    Originally posted by Gliptal View Post
    Any chance of adding built-in support for console commands (e.g. stat)?
    Not currently planned, but with a little work you could make a new cvar that calls the command.

    Leave a comment:


  • replied
    Any chance of adding built-in support for console commands (e.g. stat)?

    Leave a comment:


  • replied
    Sam Bonifacio I decided to test if it could be the character I am using, so I just replaced the character with a different one and it works, so I am not sure what is wrong with the character I was using

    Leave a comment:


  • replied
    Azora Husky I think I will need repro steps or a project to be able to debug any further.

    Leave a comment:


  • replied
    Sam Bonifacio Just tried what you suggested and no change

    Leave a comment:


  • replied
    Azora Husky Can you try disable AutoInitializePlayerInputOverrides in the settings and call Initialize Player Input Overrides in your Player Controller Begin Play?

    Leave a comment:

Working...
X