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Nice Settings Menu
  • 👋Welcome - Nice Settings Menu Documentation
  • 🔌Integration in your project
  • 🎮Key Mapping / Binding
    • 🎮Enhanced Input System
    • 🎮Old Input System
    • âŒ¨ī¸Key conflict settings (use same keys for inputs)
  • đŸ–ąī¸Nice Navigation System
    • đŸ–ąī¸Navigation Input Modes
    • đŸ–ąī¸Use outside of settings/pause menu
  • 📖Use Settings Menu in Main Menu
  • đŸŸĻSettings Menu widget
  • â¸ī¸Pause Menu widget
  • â¯ī¸Pause Menu - Set Game Paused
  • đŸ”ŗSettings Section
  • đŸ“ĻSettings Category Button
  • 🔹Different Setting Types
    • đŸŸĻOption Switcher
    • đŸŸĻToggler
    • đŸŸĻSlider
    • đŸŸĻKey Mapper
  • â†Šī¸Change setting default values
  • đŸ—ƒī¸Setting Presets with Overall Switcher
  • 🔊Audio/Sound Volume adjustments
  • đŸ–ąī¸Mouse Cursor Visibility on leaving Pause Menu
  • 🔅Add Lumen Setting
  • đŸ–Ĩī¸Confirm Alert
    • đŸ’ģUse Confirm Alert everywhere
  • đŸ“ēCreate your own theme
  • đŸ–ąī¸Sensitivity Mouse & Gamepad
  • âœˆī¸Seamless Server Travel
  • Disable the FPS counter
  • 🌍Localization / Languages
  • Troubleshooting: No inputs
  • Troubleshooting: Save/Load not working
  • âŦ†ī¸Update Guides
    • 🔃Update From v1.0 to v1.1
  • 🐞Bug Fixes
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  • Action
  • Axis
  • Hint regarding save game
  1. Key Mapping / Binding

Old Input System

PreviousEnhanced Input SystemNextKey conflict settings (use same keys for inputs)

Last updated 7 months ago

This is the input system that is longer recommended if you use ue 5.1 or later. If you prefer to use an older engine version you can check the following guide.

If you want to add a new Key Mapper to your Settings Menu widget see Different Setting Types and Key Mapper. You may also want to use the exisitng KeyMappers that placed by default in the settings menu but adjust them so they remap your inputs.

Select a Key Mapper in your settings menu widget. There you can see in the Detail tab a Mapping Data section that is important:

Make sure the Input System is set to Old Input System. In general it is recommended that you take also a look into the KeyMappers that come with the settings menu project. This should already help you understanding how it works. For the Mode there are two options:

Action

This is for simple inputs where you just press a button to do an action like for example jumping or opening a menu.

The Input Name must match the input name of the Action Mapping that you added in your Project Settings -> Input

The Axis Scale can be ignore if the Mode is set to 'Action'.

Axis

This is for inputs that range on an axis, commonly used for movement. Here you would have different key mappers changing the same input axis but for different axis values. For example an Axis Mapping that is meant for forward/backward movement needs a Key Mapper set in the Details tab to this input name and Axis value to 1. This would be for the key that is should be for forward movement. Then another Key Mapperis needed that has the same input name in its Details tab but for the Axis Value -1. This would be for backward movement. It can be a bit confusing that in both cases the Input Name (Action Mapping name) is the same. There is an exception for gamepad inputs that can have as key value also a thumb stick axis x or y. In this case only one Key Mapperis needed. The Input Name must match the input name of the Axis Mapping that you added in your Project Settings -> Input

Hint regarding save game

Make sure if you have Key Mapper widgets that use the same title (for example one key mapper for keyboard and another for gamepad) that you use as Save Game ID not the default 'Use Title'. Instead use for both key mappers different and unique Save Game IDs. For example K_Jump for the keaboard KeyMapper or G_Jump for the gamepad keymapper.

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