I'm a doctor, not a mechanic

Legacy talk:GUIUserKeyBinding

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 03:16, 16 July 2010 by Wormbo (Talk | contribs) (not really)

Jump to: navigation, search

Is there any way to programatically register a GUIUserKeyBinding class, ie without an INT file?

Background is that my mod will most likely only be downloaded from the server, that means the INT file will not be transfered, which again means that the custom keybindings are not known to the client. I would like my mod (Interaction or similar) to register those bindings automagically, though I don't know a way to programmatically replicate an INT file entry. Anything known here? —Preceding unsigned comment added by Pd (talkcontribs) 10:41, 16 July 2010

There are two options here: Either monitor the GUIController for the ControlBinder menu and manually add your keybinds there (I'm actually not sure if that's easily possible) or simply provide your own keybind menu. —Wormbo 09:16, 16 July 2010 (UTC)