A note from the user, seems like they have a fix for this already
I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it seems to work fine, allowing us to do this in DefaultEngine.ini:
```
[/Script/GameplayDebugger.GameplayDebuggerConfig]
ActivationKey=(Key=Apostrophe,bAlt=True,bShift=True)
```
The gameplay debugger currently only has a single FKey as the "Activation Key" type (UGameplayDebuggerConfig::ActivationKey). This does not allow for input chords to be used, which can be useful if you would like to make the debugger harder to activate if you have conflicting keybind.s
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215445 in the post.
0 |
Component | UE - Gameplay - Input |
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Affects Versions | 5.0 |
Target Fix | 5.6 |
Created | May 21, 2024 |
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Updated | Aug 27, 2024 |