Common Input Brush Key Sets

Hello, i’m trying to have a single input action widget display a set of icons for the D-Pad

The documentation states

Input Brush Key Sets Mapping of multiple keys to a single UI element. Useful for D-Pads and other inputs that can potentially map to different axes.

I have set it up in my common input base controller data like this

But i don’t know how to use it in my widgets, the only things that i can change are


There is no section for using a brush key set

Any help with this?

1 Like

look at lyra starter game.. /ShooterCore/Weapons/Grenade/W_GrenadeCooldown

For what i saw, it only uses a Data Table with the ThrowGrenade row, not the brush key set.

I have found a brush key set entry in /All/Game/UI/Foundation/Platform/Input/KeyboardMouse/CommonInput_KeyboardMouse, but i cannot find it used anywhere

and for example when you set a key looks like this

but the design time key woud be overrider by the data table

It is using the data table row, which is assigned to a single key (Q in this case) and in the Common Input Base Controller Data, there is not a Input Brush Key Set for the grenade, so it uses the Input Brush Data Map for the Q button

first define the keys with brushes

then in project setting set the blueprint

then add mappint.. input action with key..

then in UI assign the input action.. the table is only for universal

You are still referring to “Input Brush Data Map”
I am talking about the other section below that, the “Input Brush Key Sets”

bump, anything new on these “Input Brush Key Sets”?

Still nothing? Is there a way to use the Input Brush Key Set?

I recently set this up to display a WASD icon using Input Brush Key Sets, so here’s how I got it working. Note that I’m not using the Enhanced Input Support with CommonUI.

First, create a CommonUI Input Action Data Table and define your input actions there:

Create a CommonInputBaseControllerData asset and configure your Input Brush Key Sets (and optionally the Input Brush Data Map if needed):

Add the newly created Controller Data asset in Project Settings > Game > Common Input Setting > Platform Input:

Add a Common Action Widget in your Widget Blueprint, and assign all input actions that are mapped to the keys defined in your Brush Set:

The Action Widget on the right (green square) has multiple Input Actions assigned. It will automatically look up the corresponding icon in the Input Brush Key Sets and display the combined brush (for example, the WASD icon).

The widgets on the left are just showing the regular single-key icons via the Input Brush Data Map. For them to show you need to configure the Input Brush Data Map.

Result:

Input Brush Key Sets currently appear to be broken when Enhanced Input Support for CommonUI is enabled.
Check out this video for how to fix it: