# are input mapping context saved automatically?

**URL:** <https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266>\
**Category:** Blueprint\
**Tags:** Input, unreal-engine, Blueprint, question\
**Created:** [March 11, 2023, 1:57am UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266 "2023-03-11T01:57:23Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![GKoch](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gkoch/32/1075382_2.png) [@GKoch](https://forums.unrealengine.com/u/GKoch)\
**Post date:** [March 11, 2023, 1:57am UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266/1 "2023-03-11T01:57:23Z")

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Hi, I am working on an input mapping system. are input mapping context saved automatically? I can see that they are saved on the editor, but is the same true with packaged games?

cheers!

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**Author:** ![Mind-Brain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mind-brain/32/906573_2.png) [@Mind-Brain](https://forums.unrealengine.com/u/Mind-Brain)\
**Post date:** [March 11, 2023, 2:45am UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266/2 "2023-03-11T02:45:25Z")

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Hey, @GKoch!

It SHOULD be. I don’t see a reason why it wouldn’t. As long as you’re doing it properly and using input modifiers/input mapping files.

> **[Enhanced Input](https://docs.unrealengine.com/5.1/en-US/enhanced-input-in-unreal-engine/)**
>
> An overview of the Enhanced Input Plugin.

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<div class="post-metadata">

**Author:** ![GKoch](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gkoch/32/1075382_2.png) [@GKoch](https://forums.unrealengine.com/u/GKoch)\
**Post date:** [March 11, 2023, 4:05am UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266/3 "2023-03-11T04:05:12Z")

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what i mean is, I’m re-mapping it in bp, however when i re-load the game it’s not saved.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/f/3/9f379a8499215251857b8fd368f6de649ce657f0.png)

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<div class="post-metadata">

**Author:** ![GKoch](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gkoch/32/1075382_2.png) [@GKoch](https://forums.unrealengine.com/u/GKoch)\
**Post date:** [March 12, 2023, 4:13am UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266/4 "2023-03-12T04:13:37Z")

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I have been looking for a solution and nothing seems to work. apparently, you can save the mappings manually, Gamium dev has some tutorials on how to do it on his youtube channel, however they rely on some pretty nasty workarounds.

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<div class="post-metadata">

**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [September 9, 2026, 1:59pm UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266/5 "2026-09-09T13:59:21Z")

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no, remaps never persist by themselves. editing the IMC asset at runtime only touches memory, packaged or not it resets next launch. the engine path is UEnhancedInputUserSettings: Map Player Key to change the bind, then SaveSettings so it writes to its save slot, and it reapplies on boot. if you used Map Key on the context directly that mapping is just gone after restart.

thats the boring boilerplate Advanced Input Rebinding System, a runtime key-rebinding system for Unreal Engine 5, already does: capture + conflict check + save profiles with local and cloud save: [Advanced Input Rebinding System](https://www.fab.com/listings/e8a77976-b4d4-4e8f-a4b4-c6a71a98554d). on sale atm ($32.71).
