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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
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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 |