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Archiv verlassen und diese Seite im Standarddesign anzeigen : UE4 Spiel, INI bearbeiten (Gamepad, rechten Stick invertieren)


looking glass
2015-12-03, 21:33:46
Hi,

spiele gerade Submerged, basiert auf UE4, nur haben die Devs keine invertierte Kamera eingebaut und ehrlich, ich schaffe das nicht ohne. Ist jetzt auch nicht das erste mal, das ich dahingehend Hand anlege bei einem UE Spiel, allerdings ist das jetzt Version 4 und irgendwie will das nicht so, wie ich.

Insofern, hat schon jemand Erfahrungen was INI tweaking bei Version 4 angeht?

Unter der User Input.ini ist dahingehend nichts zu finden, also habe ich es direkt im Gamebereich versucht und eine INI mit ausreichend Datensätzen gefunden (siehe unten).

Allerdings haben meine Bemühungen bisher nichts gebracht, versucht habe ich bisher hier

AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInver t=False))
AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInver t=False))

Von False auf True zu gehen, oder dem Exponent ein Minuszeichen unter zu jubeln (so ähnliche ging es bei Alice Madness Returns) - nichts. Dann versuchte ich es hier mit negativen Werten, brachte auch nichts.

AxisMappings=(AxisName="Turn",Key=Gamepad_RightX,Scale=2.000000)
AxisMappings=(AxisName="LookUp",Key=Gamepad_RightY,Scale=1.000000)


Hat wer eine Ahnung wie der Invert Befehl für X und Y lautet und wo ich den setzen kann/muss? Das Spiel bietet nur eine Invertierung auf Y und das nicht fürs Gamepad.


INI Dump

[/Script/Engine.InputSettings]
bEnableMouseSmoothing=true
bEnableFOVScaling=true
FOVScale=0.01111
DoubleClickTime=0.2f
DefaultTouchInterface=/Game/MobileResources/HUD/MainMobileInterface.MainMobileInterface
bAlwaysShowTouchInterface=false
bShowConsoleOnFourFingerTap=true
ConsoleKeys=Tilde
bRequireCtrlToNavigateAutoComplete=False
AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInver t=False))
AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInver t=False))
AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInver t=False))
AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInver t=False))
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInver t=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInver t=False))
bUseMouseForTouch=False
ActionMappings=(ActionName="Use",Key=E,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Run",Key=LeftShift,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="EquipNextInventory",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="UseEquippedInventory",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ShowPauseMenu",Key=Escape,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ShowPauseMenu",Key=P,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ShowMapMenu",Key=M,bShift=False,bCtrl=False,bAlt=False,bExecuteWhenPaused=true)
ActionMappings=(ActionName="ToggleJournal",Key=J,bShift=False,bCtrl=False,bAlt=False,bExecuteWhenPaused=true)
ActionMappings=(ActionName="ZoomCameraIn",Key=MouseScrollUp,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ZoomCameraOut",Key=MouseScrollDown,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ResetCameraZoom",Key=MiddleMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ToggleTelescope",Key=T,bShift=False,bCtrl=False,bAlt=False)
AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
AxisMappings=(AxisName="Turn",Key=MouseX,Scale=1.000000)
AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward_Boat",Key=W,Scale=1.000000)
AxisMappings=(AxisName="MoveForward_Boat",Key=S,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight_Boat",Key=D,Scale=1.000000)
AxisMappings=(AxisName="MoveRight_Boat",Key=A,Scale=-1.000000)
AxisMappings=(AxisName="Turn_Boat",Key=MouseX,Scale=1.000000)
AxisMappings=(AxisName="LookUp_Boat",Key=MouseY,Scale=-1.000000)
ActionMappings=(ActionName="ZoomIn_Postcard",Key=MouseScrollUp,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ZoomOut_Postcard",Key=MouseScrollDown,bShift=False,bCtrl=False,bAlt=False)
AxisMappings=(AxisName="MoveForward_Postcard",Key=W,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward_Postcard",Key=S,Scale=1.000000)
AxisMappings=(AxisName="MoveRight_Postcard",Key=D,Scale=1.000000)
AxisMappings=(AxisName="MoveRight_Postcard",Key=A,Scale=-1.000000)
AxisMappings=(AxisName="MoveUp_Postcard",Key=Q,Scale=-1.000000)
AxisMappings=(AxisName="MoveUp_Postcard",Key=E,Scale=1.000000)
AxisMappings=(AxisName="Turn_Postcard",Key=MouseX,Scale=1.000000)
AxisMappings=(AxisName="LookUp_Postcard",Key=MouseY,Scale=1.000000)
ActionMappings=(ActionName="Use_Postcard",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Cancel_Postcard",Key=Escape,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Use",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Run",Key=Gamepad_LeftShoulder,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ShowPauseMenu",Key=Gamepad_Special_Right,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ShowMapMenu",Key=Gamepad_FaceButton_Left,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="ToggleJournal",Key=Gamepad_Special_Left,bShift=False,bCtrl=False,bAlt=False,bExecuteWhenPaused =true)
ActionMappings=(ActionName="ToggleTelescope",Key=Gamepad_FaceButton_Top,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="LeaveTelescopeMode",Key=Gamepad_FaceButton_Right,bShift=False,bCtrl=False,bAlt=False)
AxisMappings=(AxisName="ZoomCamera_GamePad",Key=Gamepad_LeftY,Scale=0.200000)
AxisMappings=(AxisName="MoveForward",Key=Gamepad_DPad_Up,Scale=1.000000)
AxisMappings=(AxisName="MoveForward",Key=Gamepad_DPad_Down,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight",Key=Gamepad_DPad_Right,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=Gamepad_DPad_Left,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight_Boat",Key=Gamepad_DPad_Right,Scale=1.000000)
AxisMappings=(AxisName="MoveRight_Boat",Key=Gamepad_DPad_Left,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
AxisMappings=(AxisName="Turn",Key=Gamepad_RightX,Scale=2.000000)
AxisMappings=(AxisName="LookUp",Key=Gamepad_RightY,Scale=1.000000)
AxisMappings=(AxisName="MoveRight_Boat",Key=Gamepad_LeftX,Scale=1.000000)
AxisMappings=(AxisName="MoveForward_Boat",Key=Gamepad_DPad_Up,Scale=1.000000)
AxisMappings=(AxisName="MoveForward_Boat",Key=Gamepad_DPad_Down,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward_Boat",Key=Gamepad_RightTriggerAxis,Scale=1.000000)
AxisMappings=(AxisName="MoveForward_Boat",Key=Gamepad_LeftTriggerAxis,Scale=-1.000000)
AxisMappings=(AxisName="Turn_Boat",Key=Gamepad_RightX,Scale=1.000000)
AxisMappings=(AxisName="LookUp_Boat",Key=Gamepad_RightY,Scale=1.000000)
AxisMappings=(AxisName="Zoom_Postcard",Key=Gamepad_RightTriggerAxis,Scale=-1.000000)
AxisMappings=(AxisName="Zoom_Postcard",Key=Gamepad_LeftTriggerAxis,Scale=1.000000)
AxisMappings=(AxisName="MoveRight_Postcard",Key=Gamepad_DPad_Left,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight_Postcard",Key=Gamepad_DPad_Right,Scale=1.000000)
AxisMappings=(AxisName="MoveUp_Postcard",Key=Gamepad_DPad_Up,Scale=1.000000)
AxisMappings=(AxisName="MoveUp_Postcard",Key=Gamepad_DPad_Down,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward_Postcard",Key=Gamepad_LeftY,Scale=1.000000)
AxisMappings=(AxisName="Turn_Postcard",Key=Gamepad_RightX,Scale=1.000000)
AxisMappings=(AxisName="LookUp_Postcard",Key=Gamepad_RightY,Scale=-1.000000)
ActionMappings=(ActionName="Use_Postcard",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Cancel_Postcard",Key=Gamepad_FaceButton_Right,bShift=False,bCtrl=False,bAlt=False)

[/Script/Engine.PlayerInput]
DebugExecBindings=(Key=Pause,Command="Pause")
DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive")
DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True)
DebugExecBindings=(Key=F1,Command="ShowMouseCursor",Shift=True)
DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True)
DebugExecBindings=(Key=F2,Command="viewmode unlit")
DebugExecBindings=(Key=F3,Command="viewmode lit")
DebugExecBindings=(Key=F4,Command="viewmode detaillighting")
DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
DebugExecBindings=(Key=F9,Command="shot showui")
DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True)
DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True)
DebugExecBindings=(Key=Escape,Command="CloseEditorViewport")
DebugExecBindings=(Key=Enter,Command="TOGGLE_FULLSCREEN",Alt=True)
DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True)
DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True)
DebugExecBindings=(Key=Apostrophe,Command="EnableGDT")

[/Script/Engine.Console]
HistoryBot=-1

[/Script/EngineSettings.ConsoleSettings]
MaxScrollbackSize=1024
AutoCompleteMapPaths=Content/Maps
ManualAutoCompleteList=(Command="Exit",Desc="Exit (Exits the game)")
ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
ManualAutoCompleteList=(Command="StartFPSChart",Desc="StartFPSChart (after that use StopFPSChart)")
ManualAutoCompleteList=(Command="StopFPSChart",Desc="StopFPSChart (after that look for the output in Saved/Profiling/FPSChartStats)")
ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
ManualAutoCompleteList=(Command="Open",Desc="Open <MapName> (Opens the specified map, doesn't pass previously set options)")
ManualAutoCompleteList=(Command="Travel",Desc="Travel <MapName> (Travels to the specified map, passes along previously set options)")
ManualAutoCompleteList=(Command="ServerTravel",Desc="ServerTravel <MapName> (Travels to the specified map and brings clients along, passes along previously set options)")
ManualAutoCompleteList=(Command="DisplayAll",Desc="DisplayAll <ClassName> <PropertyName> (Display property values for instances of classname)")
ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="DisplayAllLocation <ClassName> (Display location for all instances of classname)")
ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="DisplayAllRotation <ClassName> (Display rotation for all instances of classname)")
ManualAutoCompleteList=(Command="DisplayClear",Desc="DisplayClear (Clears previous DisplayAll entries)")
ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="FlushPersistentDebugLines (Clears persistent debug line cache)")
ManualAutoCompleteList=(Command="GetAll ",Desc="GetAll <ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> (Log property values of all instances of classname)")
ManualAutoCompleteList=(Command="GetAllState",Desc="GetAllState <ClassName> (Log state names for all instances of classname)")
ManualAutoCompleteList=(Command="Obj List ",Desc="Obj List <Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="Obj ListContentRefs <Class=ClassName> <ListClass=ClassName>")
ManualAutoCompleteList=(Command="Obj Classes",Desc="Obj Classes (Shows all classes)")
ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
ManualAutoCompleteList=(Command="EditActor",Desc="EditActor <Class=ClassName> or <Name=ObjectName> or TRACE")
ManualAutoCompleteList=(Command="EditDefault",Desc="EditDefault <Class=ClassName>")
ManualAutoCompleteList=(Command="EditObject",Desc="EditObject <Class=ClassName> or <Name=ObjectName> or <ObjectName>")
ManualAutoCompleteList=(Command="ReloadCfg ",Desc="ReloadCfg <Class/ObjectName> (Reloads config variables for the specified object/class)")
ManualAutoCompleteList=(Command="ReloadLoc ",Desc="ReloadLoc <Class/ObjectName> (Reloads localized variables for the specified object/class)")
ManualAutoCompleteList=(Command="Set ",Desc="Set <ClassName> <PropertyName> <Value> (Sets property to value on objectname)")
ManualAutoCompleteList=(Command="SetNoPEC",Desc="SetNoPEC <ClassName> <PropertyName> <Value> (Sets property to value on objectname without Pre/Post Edit Change notifications)")
ManualAutoCompleteList=(Command="Show BOUNDS",Desc="Show BOUNDS (Displays bounding boxes for all visible objects)")
ManualAutoCompleteList=(Command="Show BSP",Desc="Show BSP (Toggles BSP rendering)")
ManualAutoCompleteList=(Command="Show COLLISION",Desc="Show COLLISION (Toggles collision rendering)")
ManualAutoCompleteList=(Command="Show FOG",Desc="Show FOG (Toggles fog rendering)")
ManualAutoCompleteList=(Command="Show LEVELCOLORATION",Desc="Show LEVELCOLORATION (Toggles per-level coloration)")
ManualAutoCompleteList=(Command="Show NAVIGATION",Desc="Show NAVIGATION (Toggles navigation rendering)")
ManualAutoCompleteList=(Command="Show PostProcessing",Desc="Show PostProcessing (Toggles post process rendering)")
ManualAutoCompleteList=(Command="Show SKELETALMESHES",Desc="Show SKELETALMESHES (Toggles skeletal mesh rendering)")
ManualAutoCompleteList=(Command="Show TERRAIN",Desc="Show TERRAIN (Toggles terrain rendering)")
ManualAutoCompleteList=(Command="Show SPLINES",Desc="Show SPLINES (Toggles spline rendering)")
ManualAutoCompleteList=(Command="Stat FPS",Desc="Stat FPS (Shows FPS counter)")
ManualAutoCompleteList=(Command="Stat UNIT",Desc="Stat UNIT (Shows hardware unit framerate)")
ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Stat UnitGraph (Draws simple unit time graph)")
ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="Stat DumpHitches (executes dumpstats on hitches - see log)")
ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Stat D3D11RHI (Shows Direct3D 11 stats)")
ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Stat LEVELS (Displays level streaming info)")
ManualAutoCompleteList=(Command="Stat GAME",Desc="Stat GAME (Displays game performance stats)")
ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Stat MEMORY (Displays memory stats)")
ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Stat PHYSICS (Displays physics performance stats)")
ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Stat STREAMING (Displays basic texture streaming stats)")
ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Stat STREAMINGDETAILS (Displays detailed texture streaming stats)")
ManualAutoCompleteList=(Command="Stat COLLISION",Desc="Stat COLLISION")
ManualAutoCompleteList=(Command="Stat PARTICLES",Desc="Stat PARTICLES")
ManualAutoCompleteList=(Command="Stat SCRIPT",Desc="Stat SCRIPT")
ManualAutoCompleteList=(Command="Stat AUDIO",Desc="Stat AUDIO")
ManualAutoCompleteList=(Command="Stat ANIM",Desc="Stat ANIM")
ManualAutoCompleteList=(Command="Stat NET",Desc="Stat NET")
ManualAutoCompleteList=(Command="Stat LIST",Desc="Stat LIST Groups/Sets/Group (List groups of stats, saved sets, or specific stats within a specified group)")
ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
ManualAutoCompleteList=(Command="MemReport",Desc="Memreport (Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log)")
ManualAutoCompleteList=(Command="ListTextures",Desc="ListTextures (Lists all loaded textures and their current memory footprint)")
ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="ListStreamingTextures (Lists info all streaming textures)")
ManualAutoCompleteList=(Command="InvestigateTexture",Desc="InvestigateTexture (shows streaming info about the specified texture)")
ManualAutoCompleteList=(Command="ListUncachedStaticLightingInteractions",Desc="ListUncachedStaticLightingInteractions (Lists all uncached static lighting interactions, which causes Lighting needs to be rebuilt messages)")
ManualAutoCompleteList=(Command="RestartLevel",Desc="RestartLevel (restarts the level)")
ManualAutoCompleteList=(Command="Module List",Desc="Module List (Lists all known modules)")
ManualAutoCompleteList=(Command="Module Load",Desc="Module Load (Attempts to load the specified module name)")
ManualAutoCompleteList=(Command="Module Unload",Desc="Module Unload (Unloads the specified module name)")
ManualAutoCompleteList=(Command="Module Reload",Desc="Module Reload (Reloads the specified module name, unloading it first if needed)")
ManualAutoCompleteList=(Command="Module Recompile",Desc="Module Recompile (Attempts to recompile a module, first unloading it if needed)")
ManualAutoCompleteList=(Command="HotReload",Desc="UObject DLL Hot Reload (Attempts to recompile a UObject DLL and reload it on the fly)")
ManualAutoCompleteList=(Command="ListSounds",Desc="ListSounds (Lists all the loaded sounds and their memory footprint)")
ManualAutoCompleteList=(Command="ListWaves",Desc="ListWaves (List the WaveInstances and whether they have a source)")
ManualAutoCompleteList=(Command="ListSoundClasses",Desc="ListSoundClasses (Lists a summary of loaded sound collated by class)")
ManualAutoCompleteList=(Command="ListAudioComponents",Desc="ListAudioComponents (Dumps a detailed list of all AudioComponent objects)")
ManualAutoCompleteList=(Command="ListSoundDurations",Desc="ListSoundDurations")
ManualAutoCompleteList=(Command="PlaySoundCue",Desc="PlaySoundCue (Lists a summary of loaded sound collated by class)")
ManualAutoCompleteList=(Command="PlaySoundWave",Desc="PlaySoundWave")
ManualAutoCompleteList=(Command="SetBaseSoundMix",Desc="SetBaseSoundMix <MixName>")
ManualAutoCompleteList=(Command="DisableLowPassFilter",Desc="DisableLowPassFilter")
ManualAutoCompleteList=(Command="DisableEQFilter",Desc="DisableEQFilter")
ManualAutoCompleteList=(Command="IsolateDryAudio",Desc="IsolateDryAudio")
ManualAutoCompleteList=(Command="IsolateReverb",Desc="IsolateReverb")
ManualAutoCompleteList=(Command="ResetSoundState",Desc="ResetSoundState (Resets volumes to default and removes test filters)")
ManualAutoCompleteList=(Command="ModifySoundClass",Desc="ModifySoundClass <SoundClassName> Vol=<new volume>")
ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="DisableAllScreenMessages (Disables all on-screen warnings/messages)")
ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="EnableAllScreenMessages (Enables all on-screen warnings/messages)")
ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="ToggleAllScreenMessages (Toggles display state of all on-screen warnings/messages)")
ManualAutoCompleteList=(Command="ToggleRHIThread",Desc="ToggleRHIThread (Toggles the RHI thread for platforms that have it)")
ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="ToggleRenderingThread (Toggles the rendering thread for platforms that have it)")
ManualAutoCompleteList=(Command="CaptureMode",Desc="CaptureMode (Toggles display state of all on-screen warnings/messages)")
ManualAutoCompleteList=(Command="ShowDebug None",Desc="ShowDebug None (Toggles ShowDebug w/ current debug type selection)")
ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="ShowDebug Reset (Turns off ShowDebug, and clears debug type selection)")
ManualAutoCompleteList=(Command="ShowDebug NET",Desc="ShowDebug NET")
ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc="ShowDebug PHYSICS")
ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc="ShowDebug COLLISION")
ManualAutoCompleteList=(Command="ShowDebug AI",Desc="ShowDebug AI")
ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc="ShowDebug CAMERA")
ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc="ShowDebug WEAPON")
ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="ShowDebug ANIMATION (Toggles display state of animation debug data)")
ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="ShowDebug BONES (Toggles display of skeletalmesh bones)")
ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="ShowDebug INPUT")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="ShowDebugToggleSubCategory 3DBONES (With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="ShowDebugToggleSubCategory SYNCGROUPS (With ShowDebug Animation: Toggles display of sync group data)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="ShowDebugToggleSubCategory MONTAGES (With ShowDebug Animation: Toggles display of montage data)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="ShowDebugToggleSubCategory GRAPH (With ShowDebug Animation: Toggles display of animation blueprint graph)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="ShowDebugToggleSubCategory CURVES (With ShowDebug Animation: Toggles display of curve data)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="ShowDebugToggleSubCategory NOTIFIES(With ShowDebug Animation: Toggles display of notify data)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="ShowDebugToggleSubCategory FULLGRAPH (With ShowDebug Animation: Toggles graph display between active nodes only and all nodes)")
ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY (With ShowDebug Animation: Toggles display of sample blend weights on blendspaces)")
ManualAutoCompleteList=(Command="togglehdwarning",Desc=)
ManualAutoCompleteList=(Command="Stat SOUNDMIXES",Desc="Stat SOUNDMIXES (Shows active SoundMixes)")
ManualAutoCompleteList=(Command="Stat SOUNDWAVES",Desc="Stat SOUNDWAVES (Shows active SoundWaves)")
ManualAutoCompleteList=(Command="Stat SOUNDCUES",Desc="Stat SOUNDCUES (Shows active SoundCues)")
ManualAutoCompleteList=(Command="Stat SOUNDS",Desc="Stat SOUNDS <?> <sort=distance|class|name|waves|default> <-debug> <off> (Shows active SoundCues and SoundWaves)")
ManualAutoCompleteList=(Command="STARTMOVIECAPTURE",Desc="STARTMOVIECAPTURE")
ManualAutoCompleteList=(Command="STOPMOVIECAPTURE",Desc="STOPMOVIECAPTURE")
ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
ManualAutoCompleteList=(Command="VisLog",Desc="Lunches Log Visualizer tool")
ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
ManualAutoCompleteList=(Command="Log ",Desc="Log <category> <level> (Change verbosity level for a log category)")
ManualAutoCompleteList=(Command="Log list",Desc="Log list <search string> (Search for log categories)")
ManualAutoCompleteList=(Command="Log reset",Desc="Log reset (Undo any changes to log verbosity)")

looking glass
2015-12-04, 14:09:39
War die falsche INI, das Spiel bietet Y-Invertierung an, die wider erwartend auch Auswirkung auf das Gamepad hat (der Eintrag befindet sich eigentlich im falschen Optionsbereich, da das Gamepad ein gesonderten Untereintrag hat).

Na jedenfalls, wenn man das aktiviert, werden 8 neue Zeilen in die input.ini im Saved Ordner geschrieben (ist also die Userinput.ini und nicht die baseinput.ini, die habe ich oben nämlich gepostet).

InvertedAxis=LookupRate
InvertedAxis=LookUp
InvertedAxis=LookUp_Boat
InvertedAxis=LookUp_Postcard
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate

Also habe ich einfach mal ausprobiert, was passiert wenn ich da noch extra was dazu editiere, was soll ich sagen, funktioniert (Lookup ist der Y Befehl, Turn der X Befehl):

InvertedAxis=TurnRate
InvertedAxis=Turn
InvertedAxis=Turn_Boat
InvertedAxis=Turn_Postcard
InvertedAxis=TurnRate
InvertedAxis=TurnRate
InvertedAxis=TurnRate
InvertedAxis=TurnRate

Darkman.X
2015-12-04, 18:31:15
In welcher Sektion werden denn die "InvertedAxis"-Einträge erzeugt? [/Script/Engine.InputSettings] ? Oder hat die Userinput.ini keine Sektionen und man fügt die Zeilen einfach ganz oben/unten ein?

looking glass
2015-12-04, 20:47:43
INI Dump der input.ini aus dem Saved Ordner:

[/Script/Engine.PlayerInput]
DebugExecBindings=(Key=Pause,Command="Pause",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Control=False,Shift=True,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fal se,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F1,Command="ShowMouseCursor",Control=False,Shift=True,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fal se,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F1,Command="viewmode wireframe",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Tr ue,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F2,Command="viewmode unlit",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F3,Command="viewmode lit",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F4,Command="viewmode detaillighting",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=F9,Command="shot showui",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fals e,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fals e,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Escape,Command="CloseEditorViewport",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Enter,Command="TOGGLE_FULLSCREEN",Control=False,Shift=False,Alt=True,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fal se,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fal se,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fals e,bIgnoreAlt=False,bIgnoreCmd=False)
DebugExecBindings=(Key=Apostrophe,Command="EnableGDT",Control=False,Shift=False,Alt=False,Cmd=False,bIgnoreCtrl=False,bIgnoreShift=Fa lse,bIgnoreAlt=False,bIgnoreCmd=False)
InvertedAxis=LookupRate
InvertedAxis=LookUp
InvertedAxis=LookUp_Boat
InvertedAxis=LookUp_Postcard
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=TurnRate
InvertedAxis=Turn
InvertedAxis=Turn_Boat
InvertedAxis=Turn_Postcard
InvertedAxis=TurnRate
InvertedAxis=TurnRate
InvertedAxis=TurnRate
InvertedAxis=TurnRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate
InvertedAxis=LookupRate

Btw. irgend etwas scheint da nicht in Ordnung zu sein, bei jedem Spielstart schreibt das Spiel 4 neue InvertedAxis=LookupRate einträge in diese INI.


P.S. Die INIs heissen auch nur input.ini, liegen aber im Userbereich und im Enginebereich, weshalb ich sie userinput und baseinput (so hieß die jedenfalls bei UE3 immer) genannt hatte, die Pfade sind:

Userbereich
\Steam\SteamApps\common\Submerged\Submerged\Saved\Config\WindowsNoEditor

Spielbereich
\Steam\SteamApps\common\Submerged\Submerged\Intermediate\Config\CoalescedSourceC onfigs

Und ja, das Spiel speichert ins Spielverzeichnis, frag mich nicht warum, normalerweise sollte bei Steam unter userdata, oder in Appdata bei Windows, oder für die meisten UE3 Spiele bei mir gültig gewesen, unter Documents/My Games gespeichert werden.

Darkman.X
2015-12-04, 21:22:00
Danke!