Documentation: https://loonyware.com/assets/keyboard...
Fab: https://www.fab.com/listings/97745184...
Example executable: https://www.dropbox.com/scl/fi/uyick4...
Example project: https://www.dropbox.com/scl/fi/8f2zte...
In this tutorial, I'm showing how to integrate Keyboard Layout-Independent Input plugin with any Unreal Engine 5 project, using Lyra Starter Game as an example.
Chapters:
0:00 Introduction
0:17 Without vs With KiBLII plugin
0:48 Keyboard rebinding menu
1:50 Common Action Widget
2:36 Closing
Keyboard Layout-Independent Input (KiBLII for short) extends Unreal Engine 4/5 with effortless support for all keyboard layouts that are available on Windows. When you enable the KiBLII plugin, all the key bindings react to the same physical keys combination, regardless of the keyboard layout. This works for both the game and the editor and does not interfere with text input.
You can welcome players into your game with input bindings tailored for their keyboard with almost no additional work on your end. You can code your game with your fancy mechanical DVORAK keyboard while keeping standard WSAD bindings that your players will use.
Features:
Automatic translation of all key events to standard US QWERTY keyboard layout.
Compatible with the Enhanced Input.
CommonUI integration, including automatic key icons generation.
Text input using system keyboard layout, be it DVORAK, AZERTY or something entirely different.
Blueprint functions to translate keys from QWERTY back to the system keyboard layout.
Customized InputKeySelector widget, that displays bound keys using their true character.
Font asset containing over 1600 characters needed to display keys from all standard Windows keyboard layouts.
Input translation works only on Windows. Linux and MacOS are supported so no special considerations are required while porting.
Will not work with PixelStreaming.