-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bug when adding multiple keys to input map #44155
Comments
Just saw that the video I attached is corrupted. |
The relevant code should be in |
I am able to conclude that in some cases the TreeItem sent to this function is referencing the first child of the actual action instead of the action itself. |
That is pretty weird - I have worked quite a bit with the editor code and just a warning, this may not be trivial to solve. FYI I am in the middle of a bit of a rewrite of the input map editor, I actually remove input_map_editor.cpp and replace with with another, more generic implementation that is not dependant on Project Settings and thus could be used elsewhere if required in the future. It adds UI to expose #43662 to the user interface, and it is partially dependent on #43663 getting merged. Here is a preview of what it looks like. Since I did a complete rewrite this bug does not seems to be there. |
For info, I've spotted a similar bug when adding keys to multiple actions in a row: #44227. |
Godot version:
v4.0.dev.custom_build.93b107ac9
OS/device including version:
Windows 10, Nvidia 1070
Issue description:
When adding multiple keys in succession a new input binding is created with the name of the last entered key (see video).
Steps to reproduce:
Minimal reproduction project:
Test.zip
The text was updated successfully, but these errors were encountered: