Scary that there are now 3 ways to do the exact same thing, and the first one is still the most powerful.
My project has about 25 unique keybinds for various actions (driving, flying, spectating, using certain weapons etc). I support mobile and console, so that means 25 * 3 = 75 instances that I have to manually place in. The solution: generate them by code… but then what’s the point at all… might as well just have one input connection on UIS and check what button was pressed.
I have no problem with this feature if you guys amend this statement in the initial post:
- We’ll continue to support UIS but only for functionality not related to input mapping (e.g., GetStringForKeyCode, GamepadEnabled, and similar APIs).