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".
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"
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54281 in the post.
1 |
Component | UE - Gameplay - Blueprint Editor |
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Affects Versions | 4.18.3, 4.19 |
Target Fix | 4.20 |
Created | Jan 22, 2018 |
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Resolved | Jan 26, 2018 |
Updated | May 31, 2018 |
4438 - projectgheist |