# Ability to Change Controller Input Bindings

**URL:** <https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319>\
**Category:** Suggestions\
**Created:** [May 17, 2025, 2:38am UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319 "2025-05-17T02:38:47Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![JasperR](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/jasperr/32/79716_2.png) [@JasperR](https://forums.pixeltailgames.com/u/JasperR)\
**Post date:** [May 17, 2025, 2:38am UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/1 "2025-05-17T02:38:47Z")

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Would be great to be able to change my input bindings for my controller. I find it very weird on a Nintendo controller to accept with B and cancel with A and at the same time I would like to use a normal button to throw a ball in Starfield Lanes instead of a shoulder button for example. Planetary Piano is also missing an input in the options menu for the fourth key.

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**Author:** ![DragonLord\_PL](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/dragonlord_pl/32/77751_2.png) [@DragonLord\_PL](https://forums.pixeltailgames.com/u/DragonLord_PL)\
**Post date:** [May 17, 2025, 10:42am UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/2 "2025-05-17T10:42:40Z")

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Rebinding controller key binds should be in every game by default. I will never understand why some developers are lazy enough to not include that. Have my vote 🙂

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**Author:** ![macdguy](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/macdguy/32/3448_2.png) [@macdguy](https://forums.pixeltailgames.com/u/macdguy)\
**Post date:** [May 17, 2025, 10:27pm UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/3 "2025-05-17T22:27:21Z")

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It’s a bit more complex than you may think. Rebinding buttons requires you to go through each binding that you setup and assign them to a specific action, called action mapping. But you also have to make UI for listening in on the gamepad buttons. Newer versions of Unreal make this process easier, but the version we use it’s a very manual and tedious process.

Anyways, yes, rebinding controller is on my list. I think also a swap A & B buttons would be a good option too for Nintendo controllers.

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**Author:** ![DragonLord\_PL](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/dragonlord_pl/32/77751_2.png) [@DragonLord\_PL](https://forums.pixeltailgames.com/u/DragonLord_PL)\
**Post date:** [May 18, 2025, 6:59am UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/4 "2025-05-18T06:59:59Z")

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Alright, that makes sense. Sorry for calling you guys lazy though. I just thought that this didn’t seem like something super complicated to make for most games, if, say, for example, keyboard and mouse key binding is comparatively easier to do, so my immediate thought was basically something amongst the lines of “Damn, one would think this should be in the game X, Y or Z already”. Once again though, apologies - I don’t really have a ton of game design knowledge, not being a game designer myself, though I do aspire to be one personally in the future.

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**Author:** ![Acejinjo](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/acejinjo/32/75637_2.png) [@Acejinjo](https://forums.pixeltailgames.com/u/Acejinjo)\
**Post date:** [January 12, 2026, 2:59am UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/5 "2026-01-12T02:59:53Z")

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Bumpy 😸

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**Author:** ![Acejinjo](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/acejinjo/32/75637_2.png) [@Acejinjo](https://forums.pixeltailgames.com/u/Acejinjo)\
**Post date:** [September 24, 2026, 10:37pm UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/6 "2026-09-24T22:37:38Z")

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I still hope it’s still being worked on. At least the input binding side. Better to let us change then try to figure out the best way for all of us.  
I don’t like having voice chat button lol

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**Author:** ![DragonLord\_PL](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/dragonlord_pl/32/77751_2.png) [@DragonLord\_PL](https://forums.pixeltailgames.com/u/DragonLord_PL)\
**Post date:** [September 27, 2026, 4:49pm UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/7 "2026-09-27T16:49:37Z")

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I mean, I don’t mind having voice chat being it’s own bind, it’s just better this way, even though I, myself, only use text chat, but I can get that too.

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**Author:** ![Acejinjo](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/acejinjo/32/75637_2.png) [@Acejinjo](https://forums.pixeltailgames.com/u/Acejinjo)\
**Post date:** [September 28, 2026, 12:31am UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/8 "2026-09-28T00:31:11Z")

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I dunno why you’re trying argue then.

Not everyone likes the default settings.

And you just said it yourself you don’t use voice chat.

Voice chat is annoying in Unreal engine games because sometimes when done wrong it interrupts the game with small freeze. Just because it’s trying to listen my voice. _which. I press. By. Accident_

While I have workarounds already with Steam Inputs in which my controller to pretend it’s a keyboard and mouse,  
I’d still appreciate having the option to either move or unbind voicechat from the official controller binding.

It just feels weird playing the game with my controller while seeing keyboard inputs.

Edit for extra:

I’m pretty sure it’s a tall order for Mac making Condo Building UI usable for controller.  
So I don’t blame him if he never bothers to.

I’m asking the option to rebind my controller bindings for regular stuff like Arcade, Game World, and extra goodies like make use of the D-Pad while walking around.  
I wanna go by Left4Dead 2 style bindings for example.

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<div class="post-metadata">

**Author:** ![DragonLord\_PL](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/dragonlord_pl/32/77751_2.png) [@DragonLord\_PL](https://forums.pixeltailgames.com/u/DragonLord_PL)\
**Post date:** [September 28, 2026, 12:28pm UTC](https://forums.pixeltailgames.com/t/ability-to-change-controller-input-bindings/53319/9 "2026-09-28T12:28:34Z")

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It’s not trying to “argue”, it’s trying to explain that a separate keybind, no matter if it’s default or not, is not a problem. If you are seeing an argument here, maybe kindly point me to where it is, because I’m not seeing it? Also two things: The problems you describe are hardly exclusive to Unreal Engine, that’s first. Second, everyone has the right to prefer different default settings, and I did say I can get behind your take, however, you can’t please everyone with changes like that - You can only ever satisfy or please the bigger group of players depending on default configuration. From the very start of this thread when I first responded to it I did also agree that being able to change keybinds on a controller, despite not using voice chat or a controller myself would be a good thing to have.
