This Unreal Engine 5.6 video is about rebinding Input Actions to new keys.
We start by enabling Enhanced Input User Settings in the Project Settings, and adding Mappable Key Settings to the Jump Input Action, and the Default Input Mapping Context for Movement. Next, we create the Input Slot Widget Blueprint, which is just added to a Vertical Box in the Rebind Widget Blueprint, which has the Input Key Display Name and the associated Input Key on the Button. We also create the Rebind Widget Blueprint, which adds an Input Slot per Mappable Key, and adds the logic to respond to an Input Slot Button getting into a state to 'listen' for responding to the AnyKey Event, to then set that Key to the associate Input Slot and Value. We then talk over a few other bits, like Saving the Settings, and ensuring Keys like Space will work.
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Chapters
00:00 - Intro and Shout Out
00:16 - Project and Input Setup
02:49 - Adding the Widget and setting up for Mouse use
04:10 - The Input Slot Widget Blueprint
06:11 - The Rebind Widget Blueprint
17:00 - Saving Settings and ensuring Space works
19:30 - Outro