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Not working for me.
Until fixed all i can do about it is use the controller.
There are other issues as well, for example if you are using other key than 'w' for walking forward (I use 'space' or 'ralt' depending on the scheme) you won't be able to move forward during scanning.
Same with vehicle hotkeys, you can't bind the forward key to the same forward key as FPS movement. because not only will they switch to a weird key, if you try to manually bind accelerate in the file AHGameSettingsSubsystem.ini , it won't work, and the left key is hardcoded to Q, because when you're in a vehicle, the game uses another bind scheme that isn't even defined in that ini file so you can't change it.
I often notice that these things happen in beta versions because developers have other priorities than, but it's a bit annoying when a released game, the developers haven't made all bind options player-facing.
Menu navigation is often not reconfigurable either, but I've gotten used to the fact that I have to often press Q and E to navigate through menu tabs.
But I feel that they have to make vehicle movement rebindable and make sure that, if you don't have hotkeys for left and right when you are in a vehicle, at least let's adopt the keys you have set on foot.
Also weird: if you rebind the weapon slot, you see yellow "missing" symbols for where the &, é,, ",( and § keys are supposed to be. Thank god they do work but, some work has to be done in unreal engine to make the rebinding user experience comfortable for other keyboard layouts.
Rebending is a mess so just do that instead
I'd find it much more confusing to always have to think about QTE events being other keys because it happens fast. This shouldn't become a routine. I'm just very pragmatic about this.