Description

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)

```

Steps to Reproduce

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

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Unresolved
ComponentUE - Gameplay - Input
Affects Versions5.0
Target Fix5.6
CreatedMay 21, 2024
UpdatedAug 27, 2024
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