This is the 10th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. We have already implemented an inventory system in this series and today we are going to integrate key binding to the UI buttons. So that we would be able to navigate the UI and perform tasks in the UI without touching the mouse. So, this will implement the groundwork for controlling the game with controllers as well. Here, we will define a communication layer to bind keyboard inputs to widgets and various functions in the widgets from player controller. In the inventory menu, we will be able to cycle through different categories of items using Q/E in a similar way that shoulder buttons (RB/LB or R1/L1) is used in various games. And with backspace, we will be able to close the inventory menu. Same as pressing the back button.
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