Skip to content
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

input.ini not created in folder #30

Open
yodar2 opened this issue Jan 29, 2024 · 1 comment
Open

input.ini not created in folder #30

yodar2 opened this issue Jan 29, 2024 · 1 comment

Comments

@yodar2
Copy link

yodar2 commented Jan 29, 2024

I've found an issue with the input.ini file
When you packaging an project on UE4.27 is imposible to save and remap the key binding from an UI, the engine do not create the input.ini in the right folder (in C:\Users*****\AppData\Local\YourGameName)
I found this by using the autosetting plugins,
I couldn't save my key bindings....
I realized this happens when i activate UnrealLibretro plugins,
the engine does not create an input.ini file
but it only happens in packaged version, everything works correctly in the editor....

@N7Alpha
Copy link
Owner

N7Alpha commented Feb 6, 2024

I assume since it's 4.27 you're not using Enhanced Input. I've had trouble with that.

If I understand your problem correctly it sounds like the plugin you're using won't generate a Input.ini file at C:\Users*****\AppData\Local\YourGameName when you try setting bindings using a plugin in your packaged project? I honestly don't understand how Unreal Engine handles configuration and packaging very well. I found this interesting piece of documentation that might explain why certain files aren't created.

At present, Plugin configuration files are not packaged with projects. This may be supported in the future, but currently requires manually copying the files to the project's Config folder.

This confuses me greatly. After packaging a project with my plugin my control bindings at UnrealLibretro/Config/Input.ini still seem to work even though the file isn't there. I was asking GPT and it said they get baked into the .pak files. I don't know if it was hallucinating, but that would explain things.

I assume this is the Auto Settings Plugin you're talking about? Potentially the issue could be on their end. If you can create/modify the .ini files through a text editor or by using conventional means provided by the engine in your packaged project then I'd say probably that plugin is broken and report the issue you're having to them. Also check the logs for that plugin you're using it might be logging warnings or errors. There should be some way to enable logs for a packaged project I do not know off the top of my head though. After this test if you still have an issue then it would mean the problem is on my end which would be useful to know.

Heres some things you can try

  1. You could also try renaming UnrealLibretro/Config/Input.ini to UnrealLibretro/Config/UnrealLibretroInput.ini before packaging
  2. You could also try moving the content of Input.ini to the end of DefaultUnrealLibretro.ini file.

Let me know what works if you find a solution.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants