I know this isn’t added in for potential security reasons maybe but I have a game where a player shoots a portal while holding a gun (similar to splitgate) using a seperate keybinding, unfortunately i’ve dug through the verse documentation and can’t find any references other than the state of the player. Is there a roadmap for custom keybindings in UEFN because it would solve the problem my game needs.

I see that Q and E are used for certain player features but there should be a way to setup keybinds for specific maps/games as it would open up more possibilities for new types of games to be buil on the fortnite platform.

Let me know if you all have a solution or if theres progress being made towards this.

hi,
The setup is described in

 # Used to listen for the player activating or releasing certain inputs.
    # The input is defined by the *Input* option.
    # Players can configure the key for the input in the Creative Input Actions section of the Keyboard Settings.
    input_trigger_device<public> := class<concrete><final>(creative_device_base):
        # Enables this device.
        # An Input Trigger will listen for inputs from players that meet the device requirements.
        Enable<public>():void = external {}

About line 1570 of Fortnite.Digest.Verse

See Fortnite Input Devices documentation

Players can find and rebind these inputs in the Creative Input Action section of the Keyboard Controls and Controller Mapping tabs in the Settings Menu.

Open the sidebar, click the gear icon to open the Setting Menu, then click either the Keyboard Controls or the Controller Mapping icons. You can find the Creative Input Action section of the settings by scrolling down the list in the left navigation area. This is where players can change which actions map to which controls. These settings apply across all of your Fortnite experiences.

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wait i just checked and you cannot add custom inputs to the player, you are only limited by the interactions provided by fortnite, as listed in the screenshot below.

I’m trying to rebind the inputs for the player not the creative mode, idk if this is even supported since the limits for the input trigger are only limited to these custom 12 types.

image

as for the keyboard settings you told me to use it does not anywhere that i can rebind these inputs.

is there an alternative solution? or would i have to write up a verse script that rebinds these inputs?

hi @LunarLunaGG

You could make you own in Verse using code from this video and altering to you needs
Keyboard or Text Input Device in Verse Code (youtube.com)