Thank you I already followed the Meta Human Docs But still weapons are off aiming wrong way etc
Hello,
I'm currently having an issue with the framework. I'm using an AZERTY keyboard, and after modifying the IMC_Default and IA_Move, when I set Z for Forward and Q for Turn Left, the inputs don't work at all.
However, I noticed that if I press A and Z at the same time, or Q and Z at the same time (or any new inputs I assign to Forward/Turn Left), then it works correctly.
Does anyone have an idea what could be causing this? It seems like there's some kind of conflict or priority issue with the input system.
Sorry for my English, I'm using a translator.
Thank you in advance!
@deepspacedaz Hi, i dont know if it will help you, but i had a similar issue. what worked for me was rotating and positioning the weapon sockets on the Metahuman Skeleton to get the weapons correct, then changing the animations in the normal UE4 mannequin/skeleton
Thanks For the Advice Mate
@deepspacedaz Try what Ben suggested; it could fix your issue. Also, make sure to adjust the weapon sockets on your new skeleton.
I did a fresh start and changed nothing in the project.
I tested a branch on the "use gamepad" condition. When I change the bind from W to Z, the branch becomes true. When I set it back to W, it becomes false again.
I also found this (see image below). When I change the bind here (to the same from imc default) from W to Z, it works. However, if I then change the IMC_default to a different bind, it stops working again.
@sofzer Thank you for the additional information.
I tested this again on a completely fresh project, and changing W/A to Z/Q worked correctly on my side. I use a normal keyboard, but after applying the same changes on my side, pressing Z moves the character forward and pressing Q turns the character to the left correctly. It works both when pressing the keys individually and when holding them with other keys at the same time.
Could you also try testing with a non-AZERTY keyboard if possible, and test both the normal layout and the AZERTY configuration to compare the results? That could help determine whether the issue is related to the local keyboard configuration or something else.
Besides changing the bindings inside IMC_Default, please also update the related keys inside the UpdateInputMethod function in BP_PlayerCharacter, as I can see in your screenshot that you already modified that section correctly. That function is used for detecting the current input method (keyboard or gamepad)
I tried using another keyboard, but the issue still persists. (My keyboard is a Razer Ornata.) I also tested with the Windows on-screen keyboard and got the same result.
From what I can see, if the input in IMC_Default is different from the one used in the UpdateInputMethod function, the system switches to Gamepad = true. (See Print String here: https://blueprintue.com/blueprint/eczxhyyi/ ).
However, if I press D for example (which uses the same input in both the IMC and UpdateInputMethod) to turn right, and then press the new input that differs from UpdateInputMethod (Z in IMC_Default and W in UpdateInputMethod), then Z correctly moves the character forward because pressing D updates Gamepad back to false.
As far as I know, I haven’t made any specific changes to Windows that would cause my keyboard to be detected or emulated as a gamepad.
@sofzer Thank you for the detailed explanation. Just to make sure I fully understand your setup:
In your UpdateInputMethod function, did you also update the key checks to match your new bindings in IMC_Default (Z/Q instead of W/A), or is that function still referencing the original default keys?
I want to confirm whether both systems are fully aligned on your side.
Also, I added this to the update list for the next version. So UpdateInputMethod will be refactored to read directly from IMC_Default (Input Mapping Context) instead of relying on hardcoded keys. This will fully remove the dependency on fixed keyboard inputs and prevent such mismatches in the future.
@sofzer I’m glad the issue is solved for now. To be honest, AZERTY keyboard layouts were not something we had specifically tested before, so your feedback was very helpful. Thanks to that, we will improve and modularize this part in the next update so it works more reliably across different keyboard layouts without requiring hardcoded changes.
There are also a few other systems planned for the next update that will receive similar improvements to make the framework more modular overall and reduce hardcoded behaviors.
Thank you again for reporting it!
Sorry what I mean is I know how to change Name, But if i Picck up item even if i called Medikit it still says green herb, I f I change Green Herb Name then Im unable to use said item. I mean where do i actally change Item name in DT. I do not see an option. Also the image Ive uploaded am i adjusting the correct area no matter how i change even if i turn it backwards it still points a diffrent way in game, Thanks Again.
So how can I change Name please thanlks.
@deepspacedaz Yes, that's correct, I forgot to mention one more step. After renaming the health item, go to AC_Inventory, find the "UseItem" section, and update the item name there as well to match your new name. After that, the item will be usable correctly.
This part will be modularized in the next update, so you won't need to change it manually anymore.
