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Updating end users input.ini file #168

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DefPenGames opened this issue Nov 9, 2020 · 3 comments
Open

Updating end users input.ini file #168

DefPenGames opened this issue Nov 9, 2020 · 3 comments

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@DefPenGames
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I have a game on both Steam and Viveport. The latest update includes changes to the games controls using SteamVrInput (inside 4.25 so native to the engine).

However, apart from when it is first created to on first run of the game, the input.ini file refuses to update. This means that if I publish my update I have to ask players to manually delete this file from their appdata local folder which is less than ideal.

Is there some way to force UE4 to rebuild this file with each launch? Or some other Approach to updating the games controls?

Thanks for any help with this as I’m totally lost and both the UE4 forums and answer hub are drawing blanks.

@1runeberg
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Not from within our control in the plugin itself as far as I'm aware as it's a general engine behaviour. You may be able to override this with engine modifs however.

Renaming the project will also work but that's impractical for published titles.

@DefPenGames
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Thanks for getting back to me runeberg. Quick follow up question then... is there a best practice for dealing with controls and Their updates? I can’t believe that I’m the first person to have encountered this but by all accounts I am.

Is there a way to assign the steam vr input controls in engine at runtime? So to ignore input.ini altogether and use bindings from inside a blueprint for example?

@1runeberg
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1runeberg commented Nov 9, 2020

The input.ini is the engine's way of storing input mappings so I don't think that's possible. but this is potentially a better question to send to Epic as this can affect more than SteamVR Input.

There are a number of long running forum threads on this in the Epic Forums if you search for game settings, reset, ini

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