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    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.

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      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/

      [Game] Hyper Jam - Neon-soaked arena brawler
      [Plugin] Auto Settings - Game options and input binding toolkit
      [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

      Comment


        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?

        Comment


          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.
          [Game] Hyper Jam - Neon-soaked arena brawler
          [Plugin] Auto Settings - Game options and input binding toolkit
          [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

          Comment


            Originally posted by Sam Bonifacio View Post

            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.
            Ok, I've added the interface, but I have absolutley no idea what to plug into the interface functions for returning get input mappings, and I can't seem to find any node called save input mappings, except for event save input mappings. Could you send pictures? my discord is Capn C4ke#9414 if that makes feedback easier.

            Comment


              Originally posted by Capn C4ke View Post

              Ok, I've added the interface, but I have absolutley no idea what to plug into the interface functions for returning get input mappings, and I can't seem to find any node called save input mappings, except for event save input mappings. Could you send pictures? my discord is Capn C4ke#9414 if that makes feedback easier.
              I've got a custom SaveGame class with a PlayerInputMappings variable on it.

              PlayerController loads or creates the save data and initializes the player inputs. You might be handling the SaveGame somewhere else but the important thing is that it is initially created with a default preset and that it exists before calling Initialize Player Input Overrides.

              Click image for larger version

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              PlayerController implements AutoSettingsPlayer interface and overrides the Save Input Mappings event to set the mappings on the SaveGame object and then actually save it.

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              PlayerController overrides Get Input Mappings to return the mappings from the SaveGame object

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              [Game] Hyper Jam - Neon-soaked arena brawler
              [Plugin] Auto Settings - Game options and input binding toolkit
              [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

              Comment


                Originally posted by Sam Bonifacio View Post

                I've got a custom SaveGame class with a PlayerInputMappings variable on it.

                PlayerController loads or creates the save data and initializes the player inputs. You might be handling the SaveGame somewhere else but the important thing is that it is initially created with a default preset and that it exists before calling Initialize Player Input Overrides.

                Click image for larger version  Name:	customsave_01.jpg Views:	0 Size:	152.4 KB ID:	1759213

                PlayerController implements AutoSettingsPlayer interface and overrides the Save Input Mappings event to set the mappings on the SaveGame object and then actually save it.

                Click image for larger version  Name:	customsave_02.jpg Views:	0 Size:	76.1 KB ID:	1759214

                PlayerController overrides Get Input Mappings to return the mappings from the SaveGame object

                Click image for larger version  Name:	customsave_03.jpg Views:	0 Size:	46.7 KB ID:	1759215
                Ok, What does the initialize Player input override do? And when do you call get input mappings?
                Last edited by Capn C4ke; 05-12-2020, 04:29 PM.

                Comment


                  Originally posted by Capn C4ke View Post

                  Ok, What does the initialize Player input override do? And when do you call get input mappings?
                  Initialize Player Input Overrides is what finds the saved mappings and actually applies them to the Player Controller so that it is controllable with the custom mappings. This is normally called automatically if Auto Initialize Player Input Overrides is set in project settings, which it is by default. But with custom loading logic like this it may need to be called manually after the mappings are accessible, depending on if the Save Game is already available when the Player Controller is created.

                  Get Input Mappings is called by the system in multiple places (including Initialize Player Input Overrides) to access the saved mappings for a player. It normally reads from the config file but in this case it's overridden to access the Save Game instead. You don't need to call it from your code.
                  [Game] Hyper Jam - Neon-soaked arena brawler
                  [Plugin] Auto Settings - Game options and input binding toolkit
                  [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

                  Comment


                    Originally posted by Sam Bonifacio View Post

                    Initialize Player Input Overrides is what finds the saved mappings and actually applies them to the Player Controller so that it is controllable with the custom mappings. This is normally called automatically if Auto Initialize Player Input Overrides is set in project settings, which it is by default. But with custom loading logic like this it may need to be called manually after the mappings are accessible, depending on if the Save Game is already available when the Player Controller is created.

                    Get Input Mappings is called by the system in multiple places (including Initialize Player Input Overrides) to access the saved mappings for a player. It normally reads from the config file but in this case it's overridden to access the Save Game instead. You don't need to call it from your code.
                    Ok Thanks, i'm going to run some tests, I'll let you know how it goes!

                    Comment


                      How would I go about retrieving a key for an action. When I walk over a pickup, I want it to get my players key that he has binded for "Use" and then do logic based off of that. I have it working without AutoSettings, but now I need it to work with AutoSettings.

                      Comment


                        Capn C4ke You can use an Action Label widget and give it the "Use" action and it will automatically update. Or use the "Get Player Action Mapping" function.
                        [Game] Hyper Jam - Neon-soaked arena brawler
                        [Plugin] Auto Settings - Game options and input binding toolkit
                        [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

                        Comment


                          Originally posted by Sam Bonifacio View Post
                          Capn C4ke You can use an Action Label widget and give it the "Use" action and it will automatically update. Or use the "Get Player Action Mapping" function.
                          I can't find a Get player action mapping function. I don't want to use a widget to display it, I just want the string or something that way I can display it in a text saying Press "E" to Pickup Rifle or something like that. I think I found something that works thanks
                          Last edited by Capn C4ke; 06-02-2020, 12:04 PM.

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                            My next question is, How do I change the look of the button? I can't find anything to change the look of it

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