Description

For the FInputChord struct, in Blueprints assigning the value "None" to Key will be reassigned to the next time the Blueprint is opened.

This is problematic for handling key bindings in Blueprint when you want to create a binding clearing feature as the next time you work on the Blueprint you have to replace the instance of "any key" with "none".

Steps to Reproduce

User Reported:

1. Make a UMG widget Blueprint (same behavior in level BP)
2. Open the event graph
3. Make an InputChord struct.
4. Assign the key value to "None".
5. Compile, save and close the blueprint.
6. Re-open the same blueprint.
7. All instances of the "None" FKey are replaced with "Any Key"

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54281 in the post.

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Fixed
ComponentUE - Gameplay - Blueprint Editor
Affects Versions4.18.34.19
Target Fix4.20
Fix Commit3857599
Main Commit3967553
Release Commit4095966
CreatedJan 22, 2018
ResolvedJan 26, 2018
UpdatedMay 31, 2018