CommonUI: Dynamic InputAction mapping


I’ve just recently gotten into CommonUI. I noticed that the InputActions (e.g. which Keyboard key corresponds to which action) is supposed to be hard-coded into the data table blueprint. Does anyone know of a good way to make this mapping configurable at run-time? The goal is to have an Action Bar in the game, where the player can customize which Key corresponds to which action bar slot. I would like to have the same InputAction behind the scenes (e.g. ActionBar1 through ActionBar9), but the physical keyboard key that triggers that action to be configurable by the player.

Thanks in advance :).

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You would have to change the way that it gets the key, probably searching what the key was remapped to or any custom data you want. Take a look at FCommonInputActionDataBase and you’ll probably find something that you can change for your need.