UDK viewport keyboard remap
Hello rifters!
A little question today, more about UDK configuration rather than Oculus in itself.
In the perspective viewport, we can navigate using flight controls with the WASD key.
But I'm using a french keyboard and would have liked to remap these keys to ZQSD.
I've located two .ini files that are supposed to register this kind of preference and modified the bindings accordingly.
From what I understood, we have two BaseInput.ini files, one located in \Engine\Config\ and the other one in \UDKGame\Config. The first one is about the editor bindings, and the second one is related to the game, when tested through the "play on PC" option, and inherits from the first one.
Basically, it's about changing these lines
to this
And of course, I took are of also remapping the keys affected by that change, for not having any duplicate entries.
I'm a bit confused because these parameters are repeated at several locations. We have one under [Engine.PlayerInput], and another one under [GameFramework.DebugCameraInput] for the file located in \Engine\Config\
Once my changes are saved, I restart UDK and notice that my modification works well in the game, but not in the editor, which is still using WASD bindings.
Switching my keyboard to a qwerty layout is not an option as it's not very convenient for all the other keys.
The most immediate workaround is to use the arrow keys, which work well independently of the keyboard used, and it's pretty much what I'm doing right now. But this issue is bugging me and after having spenttoo much a bit of time trying to investigate the problem, I'm polling you guys, just in case someone went into that detail.
I'm using the 2013-03 Oculus version
Thank you!
A little question today, more about UDK configuration rather than Oculus in itself.
In the perspective viewport, we can navigate using flight controls with the WASD key.
But I'm using a french keyboard and would have liked to remap these keys to ZQSD.
I've located two .ini files that are supposed to register this kind of preference and modified the bindings accordingly.
From what I understood, we have two BaseInput.ini files, one located in \Engine\Config\ and the other one in \UDKGame\Config. The first one is about the editor bindings, and the second one is related to the game, when tested through the "play on PC" option, and inherits from the first one.
Basically, it's about changing these lines
Bindings=(Name="W",Command="MoveForward")
Bindings=(Name="S",Command="MoveBackward")
Bindings=(Name="A",Command="StrafeLeft")
Bindings=(Name="D",Command="StrafeRight")
to this
Bindings=(Name="Z",Command="MoveForward")
Bindings=(Name="S",Command="MoveBackward")
Bindings=(Name="Q",Command="StrafeLeft")
Bindings=(Name="D",Command="StrafeRight")
And of course, I took are of also remapping the keys affected by that change, for not having any duplicate entries.
I'm a bit confused because these parameters are repeated at several locations. We have one under [Engine.PlayerInput], and another one under [GameFramework.DebugCameraInput] for the file located in \Engine\Config\
Once my changes are saved, I restart UDK and notice that my modification works well in the game, but not in the editor, which is still using WASD bindings.
Switching my keyboard to a qwerty layout is not an option as it's not very convenient for all the other keys.
The most immediate workaround is to use the arrow keys, which work well independently of the keyboard used, and it's pretty much what I'm doing right now. But this issue is bugging me and after having spent
I'm using the 2013-03 Oculus version
Thank you!
