Any Keyboard Layout / Guides

Player options and testing

v1.0.0Runtime plugin
  • UE 5.5–5.8
On this pageOffer a player preferenceReview saved custom bindingsTest the main contextsUse a focused diagnosticRecognize input outside the scope

Offer a player preference#

Use Set Physical Enabled for an option such as “Keys by position” or “Keys by label.”

The Blueprint setter lasts until the game closes and is not saved. Save the player's choice in your game's settings and apply it again when the game starts.

Review saved custom bindings#

Changing Physical mode changes what stored letter and punctuation bindings mean. Decide whether your game will reset or convert those bindings when the player switches mode.

For example, a saved A binding can move to a differently labeled key after the mode changes. Make the result clear in the binding screen and give the player a way to rebind.

Test the main contexts#

  1. Trigger number and movement actions in a focused game viewport.
  2. Type into chat or another text box.
  3. Use labeled text-editing shortcuts such as Ctrl+A.
  4. Switch keyboard layout during play and check prompt labels.
  5. Test a standalone or packaged game as well as Play In Editor.

Use a focused diagnostic#

KeyboardLayout.Debug 1 shows the keys being corrected during a local test. Use KeyboardLayout.Debug 0 to turn that display off afterwards.

Recognize input outside the scope#

The correction expects a normal Windows keyboard. Pixel Streaming, browser-widget input, widget interactions, IME-managed keys, and the GameInput keyboard path are outside that correction.

If your project uses another input route, test it separately before promising the same behavior to players.

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