Just going to explain some simple functionalities.
There are 6 static functions that you can access anywhere in the blueprints.
And you can get a key/button texture's by inputting it and they are available in 2 themes (Dark/Light) you can select.
It will output a Texture2D.
Make sure you call the right function for each platform.
One of the key features of this asset is it supports rich texts and you can easily place key textures inside a rich text!
For the controllers we have 2 types of data tables. If you are using cpp and you get the key's FName then you should use the data tables inside KeyFNameBased. (Default)
If you are using blueprint and the only name you can get from the key is display name, then you have to use the data tables inside the KeyDisplayNameBased folder.
There is an additional step for this though, you have to replace all of the white spaces (" ") with underlines ("_") and this way it will work!
Step 1
Locate the decorators folder
Step 2
Select the DisplayName based data table in your decorator blueprint class.
Step 3
Input display name based IDs in the rich text
XB Test: <img id="Gamepad_FaceButton_Bottom"/> <img id="Gamepad_FaceButton_Right"/> <img id="Gamepad_FaceButton_Top"/> <img id="Gamepad_FaceButton_Left"/>
=>
XB Test: <img id="Gamepad_Face_Button_Bottom"/> <img id="Gamepad_Face_Button_Right"/> <img id="Gamepad_Face_Button_Top"/> <img id="Gamepad_Face_Button_Left"/>
NOTE
This is how you can get display name and make it ready for the rich text:
Or you can just buy our Tutorials Manager and that will handle everything for you!
Thank you for buying the icon pack