Configurable Input Action Keybindings

Adding a new configurable input action To enable configurable keybindings for an input action, you should configure the following on the InputAction asset. You first may want to add the IM_MappingGroup modifier. This defines what context the input action can be used. This is used to automatically reset deuplicate input action keys that are in the same mapping group. As an example, the jump and move forward input action have been added to the same mapping group so that if the user can not add the same key for both.

You then will need to add PlayerMappableKeySettings to the input action's user settings. The following should be configured: Name - just the name of your input action asset. Display Name - The text to be shown to the player in UI. Display Category - The category your input action will be put under in the keybindings UI.

Lastly, you will need to configure you input action inside whatever IMCs it is added to. You should probably add keys for both keyboard and the gamepad. The following should be configured: Name - This should be the name of the input action asset appeneded with either "Keyboard" or "Gamepad" respectively. Additionally, if your input action needs to be added to multiple IMCs, due to the fact that the "Name" property must be unique accross the project, you can append a different number to the end of the name in each IMC.

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