Implementing ‘ALT+Z’ Accessibility Feature in Unreal Engine
Understanding ALT+Z Binding Conflicts
When implementing the ALT+Z shortcut in Unreal Engine, developers must first consider potential conflicts with system-level shortcuts, such as the NVIDIA Geforce Experience overlay. Ensure that user’s ability to override or disable the system-level shortcut is an option.
Customizing Key Shortcuts
To customize key shortcuts in Unreal Engine, use the Input Manager. This section allows binding different actions and axis mappings. Navigate to Edit > Project Settings > Input to configure your bindings.
Start playing and winning!
{
"ActionMappings": [
{
"ActionName": "ToggleUI",
"Key": "LeftAlt+Z"
}
]
}
Map the desired action, such as toggling UI elements, to the ALT+Z combination. Make sure to check the key’s availability across different platforms and configurations.
Implementing the Toggle Function
Upon determining the key bindings, implement the function for toggling UI elements. Here is a typical implementation scenario in Unreal Engine using Blueprint or C++:
Blueprint Example
- Create a new Blueprint, preferably of the Player Character or Player Controller class.
- Add an Input Action for ToggleUI.
- Within the Blueprint Editor, implement logic to toggle UI element visibility.
C++ Example
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction("ToggleUI", IE_Pressed, this, &AMyCharacter::ToggleUIVisibility);
}
void AMyCharacter::ToggleUIVisibility()
{
if (UIElement)
{
UIElement->SetVisibility(!UIElement->IsVisible());
}
}
This C++ code binds the ToggleUI action to a function that flips the visibility state of a targeted UI element.
Testing and Conflict Resolution
Test the setup thoroughly, especially if the game will be accessible alongside NVIDIA and other overlays. Additionally, provide users with an interface to remap keys should any conflict arise.