Something important to note! At 11:26 Pyro set the (Green) EnSlot to "First" but it isnt mentioned in the video. This can quickly be overlooked and will result in the newly bound keys not being displayed when re-opening the menus. Cheers!
I have been troubleshooting this issue (passively amongst other things) for the entire evening. I kept rereading this comment and thinking it didn't apply to me. In the end, you saved me. Lol. Thanks for putting this here, I wouldn't have solved this until my second or third rewatch.
Dude THANK YOU SO MUCH! I've watched about 5 different videos on the enhanced input system and remapping keys, and this is the first one that's up to date with the current version of UE 5.3, isn't 2 hours long, is well explained and straight to the point. I LOVE this!
works absolutely perfectly was following Mr Butiers 2 hour long video only to have it not work found this and works straight out the box nice work thank you
Amazing tutorial, I'm aware of what they're trying to achieve with these updates however their system is just getting more and more convoluted, I knew someone smart would come along and make a video. Cheers!
I have never found a straightforward tutorial like this! amazing workflow, short and to the point, I didn't even have to test the results till the very last step and everything worked exactly as I wanted, thank you so much.
After a week trying to find out the right way to map keys in the Enhanced Input System this video finally gave me the solution. Thank you very much for your help! 👍
If someone have trouble on 9 minute. You need to Add mapping context. How its works. Enchanced Input local player subsystem - ? Is Valid? (If is Valid) - Add Mapping Context (choose ur context) and target, also from Enhanced Input Local Player Subsystem, do "Get enhanced Input User settings", after this "is Mapping Context Registered", and add Branch. If "False" add node "Register Input Mapping Context", and add ur IMC.
Man, you just saved me countless hours of reprogramming everything myself! I wasn't seing the buttons, and your comment corrected all! You're my day hero, thank you very much!
Would love to see the follow up even if it's just a short of adding the checking for multiple keys being used at the same time. I've been bashing my head against a wall trying to figure it out for the past couple days now.
@@tubicidio It seems youtube has blocked my response comment. Yes I somehow figured it out. I added for each loop logic to the key slot widget and it worked. RUclips will hide my comment again if I post a link to the external site, so go to blueprintue and search for "Enhanced Input System Key Mappings - Key Slot part". There are still other problems, like for example key action order being shifted after modifying a key, or displaying back the last correct key after binding an incorrect input only when you re-open the widget. But hey, it's better than nothing.
@@28worior below ( @maty1a ) they posted this for the problem of finding the remapped keys at the top of the list, it worked for me, if you can't follow it I'll link you mine like you did... ;) 1) Instead of node get "Values" from "Get Player Mapping Rows" use get "Keys". 2) Store keys in variable profile_keys 3) plug profile_keys into "Sort Name Array" node 4) then instead of foreach loop over Values use foreach loop over profile_keys and use find node to get correct entry from the map "Get Player Mapping Rows" 5) rest of the code is the same
make sure the event construct is after beginplay of player controller, else it is empty Begin play of player controller is slower then event construct of my menu
Hey, works great but, the Widget / Scroll box is empty when i am in main menu, and only works when i am inside my player level. EDIT: fixed it by moving the Enhanced input code from player character at begin play, to a new player controller.
I had the exact same problem trying to access the input settings via Main Menu -> Settings Menu without actually loading into a map The fix was to open up my MainMenuGameMode (Blueprint class) that was overriding my MainMenuMap (Level) and set the Player Controller Class to the correct one. In my instance of the Unreal first person template the value needed to be BP_FirstPersonPlayerController Thought I'd share just in case anyone else hits this wall :)
1) Instead of node get "Values" from "Get Player Mapping Rows" use get "Keys". 2) Store keys in variable profile_keys 3) plug profile_keys into "Sort Name Array" node 4) then instead of foreach loop over Values use foreach loop over profile_keys and use find node to get correct entry from the map "Get Player Mapping Rows" 5) rest of the code is the same I have my input action name like this input_010_move_up input_020_move_down this way they are ordered and I can still add new input in between of them
@@PyroDevWorks No worries. I guess I'm onto something so I might find a way out on my own. If that happens, I'll publish my tutorial for the community.
Heyo, thanks for showing us this. I'm still rocking 5.1. I much prefer the way rebinding works in there. This is good info to have. Bit weird how this says it's experimental, considering the old system is already deprecated in 5.3. By the way, do you perhaps know if they've added rebind support for the mouse wheel and such? In 5.1 you have to add your own logic to pick up some keys. The base problem is the key selector widget not supporting the mouse wheel delta. Thanks!
Great tutorial mate but where is the continuation? How can I detect that user is trying to enter same key for another binding? Edit - I made it. Was a bit tricky to understand but I did it. Will make a tutorial soon on my channel.
Everything works great, 1 thing that happened to me was i already have a pause menu when I click esc, but esc also opens up the keybind menu that you made in this video, any fixes?
Hey! I've done exactly as you showed, but I get just the word SETTINGS on my screen and nothing with an options button :( What it could be and why the system didn't show button settings? Thanks, guys
@@rajeshreddy240 @yevhenbazarov9688 If you haven't solved it, try this, it worked for me. The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear. You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
Thank you! This is the best tutorial for creating these mapping widgets! But my game uses the GenericUSBController Axis (pitch/roll/throttle/yaw). How can I enable the keys to read these keys? Currently, when I try to change the throttle/yaw etc, the GenericUSBController does not register! I hope you can help! Thank you!
Hey there, in your video thumbnail you have made a "shift space" combo, but that is not shown in the video itself. How do you approach making those variants where players can alter the mapping with modifiers or triggers?
This system is just too complicated for me haha. Do you know if there is a way to add triggers to the new mapped key? I have a custom trigger which checks if certain modifier keys are pressed but i cannot find a way to add it to a mapped key...
Thank you for this! But when I get to the 9minute mark, where I override the settigns and choose enhanced input mapping system, when I preview-play, only the "settings" text shows up, but not any other keys to bind. Any idea how I can fix this?
This could be caused by a number of issues, I would recommend you visit my discord and send me some screenshots of the ui code and your override settings.
@@PyroDevWorks Hello, I tried contacting you on Discord, but I sent it to another Pyro Dev. I am not sure how to find you on Discord, can you share a link?
@@FPV_Simulator If you haven't solved it, try this, it worked for me. The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear. You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
Great tutorials that really nice with the new UE 5.4. All worked great but after I reopen my IMC to make a change, I see that all the work "override" are disappear and when I try to rewrite it it say that the name are already in use. Look like a bug but perhaps I do something wrong ? I delete the savegame for enhanced input one time because he don't make my changes, perhaps an onedrive issue too :/ because now I don't see the file anymore. A idea ?
Does this still work in 5.4? I've followed the steps and gone over a handful of times, but whenever I open the settings menu in play, all I see is the heading text and none of the keybindings. I assume this is a change in 5.4 which breaks this method?
I just updated to 5.4 from 5.3 and I can confirm that it works for me, I assume that something else is wrong with your setup. If you like, you could join my Discord and send some screenshots of your code, maybe i find the problem
@PyroDevWorks hey thanks for the reply. I was actually able to figure it out in the end there was a node I was missing on the player blueprint so I guess it's a lesson in observation. Thanks!
I have not tested it, but it should work out of the box as it uses the standard Unreal save system. However, I will test it in the future and make a video about it.
@@PyroDevWorks Actually, I tested it, and it seems to work on packaged games. But re-mappings don't seem to work with using gamepad buttons...The gamepad buttons get recognized in the UI when you click them, but they don't execute in the game. Would you know the reason why?
Nice that’s good! I have no clue, I have no gamepad here so I can’t really test it. But I would recommend to debug what happens when you change a key and compare it while deugging the changing of an gamepad button
@@PyroDevWorks Ah, it looks like I needed to add a gamepad control binding to the input action in the context file. So for those who want to use both keyboard and gamepad functionality, you need to add a keyboard binding AND gamepad binding for the input action in the context file.
Only register the one you need for the start. For example if you start inside a game menu it would be enough to only register menu IMC. When you start the game from the menu you could register the IMC for player walking and Player Menu and deregister the other one. Maybe I will do a simple tutorial on that in the upcoming weeks :) Hope this helps, you can join the discord and we can directly chat about it
I'm trying to make this work in the third-person template, but even though I've copied exactly what you have, it isn;t working. I've probably watched this video like three times by now, but the options just aren't being listed in the scroll menu in the widget. Could you please help, or is it mandatory that I do this in the first-person template?
If you haven't solved it, try this, it worked for me. The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear. You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
Has anyone figured out or found a resource on how to sort the key mappings and/or split them up based on display category? Currently attempting to sequence the for loop matching to a particular display category to add the necessary child widgets to different parent elements but no luck so far
Hello, thank you so much for the video, I have a minor issue when I followed it. After I save the settings and reopen the game, I found the changed key has a different order (i.e. Move to the top of the scrollbox). How can I keep the key in the correct order?
@@tubicidio It has been a long time seen I make it. As I remember, I created a map variable to ensure the order of the key is set according to the input name
Hello, thanks for the helpful video! Unfortunately, the available inputs are not displayed in my main menu. However, if I display it ingame like you do with Q, then it works like yours. I use a widget switcher to call up the different tabs in the main menu. Do you have any idea why the inputs are not displayed on my way?
@@PyroDevWorks that Sounds also nice, but i mean in all directions, so if you reach in one edge the end it spawns the same World in Front of you, so it is unlimited, but the same like the earth, after arrounding it you are in the same position
@@WsEKond that make things complicated for sure haha. I could try to make something like this. Join my Discord and we can chat about it when i start :)
If you haven't solved it, try this, it worked for me. The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear. You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
First, thanks for the Video. But i think its really hard to follow, since there is almost no explaination on the blueprints. So if you are new, i wouldnt recommend this video. I guess if you are more experienced, this video is great.
@@PyroDevWorks my blueprint works perfectly,yes it was complicated,but works. I needed just fix minor bugs to finally package my game,but this mfs ruined my dreams
This tutorial was great (way too fast, but still great); but I do have an issue where each change reorders the list whenever you close and reopen the PIE or application. Anyone else facing that or know a solution? It means when the player makes an edit, the keybindings order shuffles the next time they launch. Really, it should always stay in the default input order, but only change the presented bound key. This technique has the solution. ruclips.net/video/sV1X4zXan6M/видео.html
@@Adardardar1 yes, but not the way you may want. I completely switched to using the method from this other tutorial instead. Honestly, it's amazing and has worked perfectly for all my needs. ruclips.net/video/sV1X4zXan6M/видео.htmlsi=GZgqHk7AXWNeGigv
@@hwkeyser Thanks for the response. I did see that tutorial also, and was trying to decide on the best way to approach. I'll go back and try copying his as well and see if I can combine them a bit
@@quertx4886 apparently someone deleted my prior reply. No, but I switched to this tutorial and it worked great. I'll be curious to see if someone deletes this reply as well .. ruclips.net/video/sV1X4zXan6M/видео.htmlsi=hT5lmTgMaihmsv9-
Something important to note!
At 11:26 Pyro set the (Green) EnSlot to "First" but it isnt mentioned in the video. This can quickly be overlooked and will result in the newly bound keys not being displayed when re-opening the menus.
Cheers!
Not all heroes wear capes, you sure are one, just saved my night! Thanks so much!
thank u !
I have been troubleshooting this issue (passively amongst other things) for the entire evening. I kept rereading this comment and thinking it didn't apply to me. In the end, you saved me. Lol. Thanks for putting this here, I wouldn't have solved this until my second or third rewatch.
Big Thanks, save me a lot of time perhaps ;)
Dude THANK YOU SO MUCH! I've watched about 5 different videos on the enhanced input system and remapping keys, and this is the first one that's up to date with the current version of UE 5.3, isn't 2 hours long, is well explained and straight to the point. I LOVE this!
Thank you very much !!
I can second that! I just got mine to work after like 4 weeks of aggravation with watching other videos. So thankful!
The fact it has its own save functionality built in makes a no brainer to upgrade to this. Thank you
works absolutely perfectly was following Mr Butiers 2 hour long video only to have it not work found this and works straight out the box nice work thank you
Amazing tutorial, I'm aware of what they're trying to achieve with these updates however their system is just getting more and more convoluted, I knew someone smart would come along and make a video. Cheers!
definitely waiting on the video to explain not allowing multiple keys to be bound at one time. great video
I have never found a straightforward tutorial like this! amazing workflow, short and to the point, I didn't even have to test the results till the very last step and everything worked exactly as I wanted, thank you so much.
After a week trying to find out the right way to map keys in the Enhanced Input System this video finally gave me the solution. Thank you very much for your help! 👍
The best tutorial about Enhanced Input Mapping. Congrats!
If someone have trouble on 9 minute. You need to Add mapping context. How its works.
Enchanced Input local player subsystem - ? Is Valid? (If is Valid) - Add Mapping Context (choose ur context) and target, also from Enhanced Input Local Player Subsystem, do "Get enhanced Input User settings", after this "is Mapping Context Registered", and add Branch. If "False" add node "Register Input Mapping Context", and add ur IMC.
Man, you just saved me countless hours of reprogramming everything myself! I wasn't seing the buttons, and your comment corrected all!
You're my day hero, thank you very much!
Better than other videos of the key mapping with IE.
Exactly what I needed. Thank you!
Excellent video, thank you so much !!🥰
Would love to see the follow up even if it's just a short of adding the checking for multiple keys being used at the same time. I've been bashing my head against a wall trying to figure it out for the past couple days now.
Same. I'm disappointed he hasn't explained that part. I'm glad the system is working, but without a check for multiple keys it become useless.
@@28worior find a solution?
@@tubicidio It seems youtube has blocked my response comment.
Yes I somehow figured it out. I added for each loop logic to the key slot widget and it worked.
RUclips will hide my comment again if I post a link to the external site, so go to blueprintue and search for "Enhanced Input System Key Mappings - Key Slot part".
There are still other problems, like for example key action order being shifted after modifying a key, or displaying back the last correct key after binding an incorrect input only when you re-open the widget. But hey, it's better than nothing.
@@28worior
below ( @maty1a ) they posted this for the problem of finding the remapped keys at the top of the list, it worked for me, if you can't follow it I'll link you mine like you did... ;)
1) Instead of node get "Values" from "Get Player Mapping Rows" use get "Keys".
2) Store keys in variable profile_keys
3) plug profile_keys into "Sort Name Array" node
4) then instead of foreach loop over Values use foreach loop over profile_keys and use find node to get correct entry from the map "Get Player Mapping Rows"
5) rest of the code is the same
@@28worior I've tried to integrate it but it doesn't work for me. :(
And this best guide. Thanks man!
Thank you very much! Exactly what I needed
Amazing tutorial. Thank you very much. You do know how to explain. Very well done.
make sure the event construct is after beginplay of player controller, else it is empty
Begin play of player controller is slower then event construct of my menu
It was very helpful. thank you!
Thanks, helped out a lot!
Fantastic tutorial, thank you very much!
Hey, works great but, the Widget / Scroll box is empty when i am in main menu, and only works when i am inside my player level.
EDIT: fixed it by moving the Enhanced input code from player character at begin play, to a new player controller.
Thank you, I’m gonna pin this incase more people have the same issue
I had the exact same problem trying to access the input settings via Main Menu -> Settings Menu without actually loading into a map
The fix was to open up my MainMenuGameMode (Blueprint class) that was overriding my MainMenuMap (Level) and set the Player Controller Class to the correct one. In my instance of the Unreal first person template the value needed to be BP_FirstPersonPlayerController
Thought I'd share just in case anyone else hits this wall :)
Good video. Very Helpful. I would have not figure this by myself
How to reset all key all at once?
Thanks
Thanks for a great tutorial!
How to control the order of the keys?
Like have the move forward at the top and tje jump at the bottom of the widget.
adjust them in the input mapping context😁
@@skulldegamingttv ?????
@@DevMaximusGames 🧠🤏
1) Instead of node get "Values" from "Get Player Mapping Rows" use get "Keys".
2) Store keys in variable profile_keys
3) plug profile_keys into "Sort Name Array" node
4) then instead of foreach loop over Values use foreach loop over profile_keys and use find node to get correct entry from the map "Get Player Mapping Rows"
5) rest of the code is the same
I have my input action name like this
input_010_move_up
input_020_move_down
this way they are ordered and I can still add new input in between of them
@@maty1a thanks you so much❤
I can tell you've done the steps in this tutorial 100 times. I am creating VR, so I assume I use VRTemplate and VRPawn Blueprint? Thanks.
Mate, can you also make a tutorial on how to navigate menu buttons using keyboard/gamepad without using Common Ui Plugin?
I think it should be possible, but I do not have the time to do it in the next few weeks, my tutorial list is long.
@@PyroDevWorks No worries. I guess I'm onto something so I might find a way out on my own. If that happens, I'll publish my tutorial for the community.
Heyo, thanks for showing us this. I'm still rocking 5.1. I much prefer the way rebinding works in there. This is good info to have. Bit weird how this says it's experimental, considering the old system is already deprecated in 5.3.
By the way, do you perhaps know if they've added rebind support for the mouse wheel and such? In 5.1 you have to add your own logic to pick up some keys. The base problem is the key selector widget not supporting the mouse wheel delta.
Thanks!
Great tutorial mate but where is the continuation? How can I detect that user is trying to enter same key for another binding?
Edit - I made it. Was a bit tricky to understand but I did it. Will make a tutorial soon on my channel.
did you made a tutorial?
Please do one with multiple slots, aka what If I also want to map a key for a controller
Great Video!
2 problems occurred . First after I change setting from input mapping context, keys are duplicating. Second my last key change does not keep as save .
thx, it was very helpful
Thank you for the tutorial. Works pretty well. But let´s be honest.. It is alot of work for just a small feature xD.. Damn Unreal Engine..
Everything works great, 1 thing that happened to me was i already have a pause menu when I click esc, but esc also opens up the keybind menu that you made in this video, any fixes?
You can create a sub menu inside your pause menu which opens the key menu? That would be my best suggestions, like it’s done in most games
Hello ! I have a small bug in UE 5.1, there is not User Settings in the Enhanced Input
are you using 5.3?
you're awesome
Thanks a lot !
Hey! I've done exactly as you showed, but I get just the word SETTINGS on my screen and nothing with an options button :( What it could be and why the system didn't show button settings?
Thanks, guys
Hey, for me I am not getting any thing in input key selector. Do you know how to solve it?
@@rajeshreddy240 @yevhenbazarov9688 If you haven't solved it, try this, it worked for me.
The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear.
You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
hey nice tutorials. How to change other characters inputs?
Thank you! This is the best tutorial for creating these mapping widgets! But my game uses the GenericUSBController Axis (pitch/roll/throttle/yaw). How can I enable the keys to read these keys? Currently, when I try to change the throttle/yaw etc, the GenericUSBController does not register! I hope you can help! Thank you!
Hey there, in your video thumbnail you have made a "shift space" combo, but that is not shown in the video itself. How do you approach making those variants where players can alter the mapping with modifiers or triggers?
Hiya, my list is creating two empty hotkeys at the top. Does anyone know why this could be happening.
Anytime I try to select a mapping it reset to the default value of "NONE"
This system is just too complicated for me haha. Do you know if there is a way to add triggers to the new mapped key? I have a custom trigger which checks if certain modifier keys are pressed but i cannot find a way to add it to a mapped key...
oh and if you could give me a link to your discord, i can also join there
Thank you for this! But when I get to the 9minute mark, where I override the settigns and choose enhanced input mapping system, when I preview-play, only the "settings" text shows up, but not any other keys to bind. Any idea how I can fix this?
This could be caused by a number of issues, I would recommend you visit my discord and send me some screenshots of the ui code and your override settings.
@@PyroDevWorks Hello, I tried contacting you on Discord, but I sent it to another Pyro Dev. I am not sure how to find you on Discord, can you share a link?
@@FPV_Simulator If you haven't solved it, try this, it worked for me.
The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear.
You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
Great tutorials that really nice with the new UE 5.4. All worked great but after I reopen my IMC to make a change, I see that all the work "override" are disappear and when I try to rewrite it it say that the name are already in use. Look like a bug but perhaps I do something wrong ? I delete the savegame for enhanced input one time because he don't make my changes, perhaps an onedrive issue too :/ because now I don't see the file anymore. A idea ?
Is it possible to set the "Chorded" modifier as well? Like for example if I wanted to let players rebind "W" to "Shift+W"?
Good idea, I don’t really know if that’s possible tho. One workaround would be that you put a checkbox for the shift key beside the keyselector
Does this still work in 5.4? I've followed the steps and gone over a handful of times, but whenever I open the settings menu in play, all I see is the heading text and none of the keybindings. I assume this is a change in 5.4 which breaks this method?
I just updated to 5.4 from 5.3 and I can confirm that it works for me, I assume that something else is wrong with your setup.
If you like, you could join my Discord and send some screenshots of your code, maybe i find the problem
@PyroDevWorks hey thanks for the reply. I was actually able to figure it out in the end there was a node I was missing on the player blueprint so I guess it's a lesson in observation. Thanks!
When saving, are the mappings saved persistently for packaged games (not just saving on the editor)?
I have not tested it, but it should work out of the box as it uses the standard Unreal save system.
However, I will test it in the future and make a video about it.
@@PyroDevWorks Actually, I tested it, and it seems to work on packaged games. But re-mappings don't seem to work with using gamepad buttons...The gamepad buttons get recognized in the UI when you click them, but they don't execute in the game. Would you know the reason why?
Nice that’s good!
I have no clue, I have no gamepad here so I can’t really test it. But I would recommend to debug what happens when you change a key and compare it while deugging the changing of an gamepad button
@@PyroDevWorks Ah, it looks like I needed to add a gamepad control binding to the input action in the context file. So for those who want to use both keyboard and gamepad functionality, you need to add a keyboard binding AND gamepad binding for the input action in the context file.
Does this work if a game would have multiple things bound to the same key?
Hi! Which version of the engine are you using? I'm on 5.2 and I can't get the "Map player keys", "apply settings" and "save settings"
It’s only in 5.3 and higher!
In 5.2 it’s experimental and maybe you need to activate it somewhere manually, but I’m not sure
If you have multiple IMCs should you register them all?
Only register the one you need for the start.
For example if you start inside a game menu it would be enough to only register menu IMC.
When you start the game from the menu you could register the IMC for player walking and Player Menu and deregister the other one.
Maybe I will do a simple tutorial on that in the upcoming weeks :)
Hope this helps, you can join the discord and we can directly chat about it
I'm trying to make this work in the third-person template, but even though I've copied exactly what you have, it isn;t working. I've probably watched this video like three times by now, but the options just aren't being listed in the scroll menu in the widget. Could you please help, or is it mandatory that I do this in the first-person template?
If you haven't solved it, try this, it worked for me.
The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear.
You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
@@tubicidio thank you!!
Has anyone figured out or found a resource on how to sort the key mappings and/or split them up based on display category?
Currently attempting to sequence the for loop matching to a particular display category to add the necessary child widgets to different parent elements but no luck so far
did you do it? I would love to do it too
Hello, thank you so much for the video, I have a minor issue when I followed it. After I save the settings and reopen the game, I found the changed key has a different order (i.e. Move to the top of the scrollbox). How can I keep the key in the correct order?
same for me... solved?
@@tubicidio It has been a long time seen I make it. As I remember, I created a map variable to ensure the order of the key is set according to the input name
Hello, thanks for the helpful video! Unfortunately, the available inputs are not displayed in my main menu. However, if I display it ingame like you do with Q, then it works like yours. I use a widget switcher to call up the different tabs in the main menu. Do you have any idea why the inputs are not displayed on my way?
Same problem... Solved?
@@tubicidio no, i'am so saaad :(
Hey! I like your videos! Can you please maybe try to create a flat Looping world? That would be so cool!
You mean like temple run oder subway surfer?
I can do that in the next weeks
@@PyroDevWorks that Sounds also nice, but i mean in all directions, so if you reach in one edge the end it spawns the same World in Front of you, so it is unlimited, but the same like the earth, after arrounding it you are in the same position
@@WsEKond that make things complicated for sure haha. I could try to make something like this. Join my Discord and we can chat about it when i start :)
Yeah, i wrote you already :)
Still nothing about gamepad anywhere...
Is it normal that when I want to modify the keys in the main menu, no keys are displayed? If so, how can I fix the problem please?
No that’s not normal, join my discord we can chat there with screenshots
@@PyroDevWorks What's your discord please ?
@@PyroDevWorks What is your discord please?
If you haven't solved it, try this, it worked for me.
The loading of the initial widget is too fast to be able to load the "player controller" correctly and so the buttons to map will not appear.
You just need to insert a "delay" of even just 0.01s before "add to viewport" of your widget.
First, thanks for the Video.
But i think its really hard to follow, since there is almost no explaination on the blueprints. So if you are new, i wouldnt recommend this video. I guess if you are more experienced, this video is great.
WHO TF IS WORKING IN EPIC GAMES? THOSE MFS BREAK MY WHOLE GAME JUST BY CHANGING THIS. WHAT THEY DIDN'T LIKE I DO NOT UNDERSTAND
I mean, it’s easier now..
And also it’s so much better then the old system. I didn’t even show half of it yet
@@PyroDevWorks my blueprint works perfectly,yes it was complicated,but works. I needed just fix minor bugs to finally package my game,but this mfs ruined my dreams
@Reunonen is there no way to deactivate this system? I guess not ..
I hope you fix your problems soon. Then you can show of your game soon 👌🏻
This tutorial was great (way too fast, but still great); but I do have an issue where each change reorders the list whenever you close and reopen the PIE or application. Anyone else facing that or know a solution? It means when the player makes an edit, the keybindings order shuffles the next time they launch. Really, it should always stay in the default input order, but only change the presented bound key. This technique has the solution. ruclips.net/video/sV1X4zXan6M/видео.html
Hey I had this same problem, did you ever solve this?
@@Adardardar1 yes, but not the way you may want. I completely switched to using the method from this other tutorial instead. Honestly, it's amazing and has worked perfectly for all my needs.
ruclips.net/video/sV1X4zXan6M/видео.htmlsi=GZgqHk7AXWNeGigv
@@hwkeyser Thanks for the response. I did see that tutorial also, and was trying to decide on the best way to approach. I'll go back and try copying his as well and see if I can combine them a bit
Hey, did you ever find a fix for this?
@@quertx4886 apparently someone deleted my prior reply. No, but I switched to this tutorial and it worked great. I'll be curious to see if someone deletes this reply as well ..
ruclips.net/video/sV1X4zXan6M/видео.htmlsi=hT5lmTgMaihmsv9-