# CommonUI/EnhancedInput key combinations

**URL:** <https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918>\
**Category:** UI\
**Tags:** Input, unreal-engine, UE5-0, question\
**Created:** [July 4, 2022, 4:25pm UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918 "2022-07-04T16:25:55Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Kanthuns](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kanthuns](https://forums.unrealengine.com/u/Kanthuns)\
**Post date:** [July 4, 2022, 4:25pm UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918/1 "2022-07-04T16:25:55Z")

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Either for the new CommonUI plugin or with the Enhanced Input plugin, do we have a way to bind a combination of key to an action ?  
Example : Ctrl+C → open a character sheet menu

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**Author:** ![zosiu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zosiu/32/547113_2.png) [@zosiu](https://forums.unrealengine.com/u/zosiu)\
**Post date:** [July 4, 2022, 6:40pm UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918/2 "2022-07-04T18:40:23Z")

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With Enhanced Input you could add a `Chorded Action` trigger (which means that your action will only trigger if the specified chorded action is triggering too):

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/1/a/01ac99fc227a4ff010b77484a7b99b8ccce863ea.png)

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**Author:** ![L.F.A](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/l.f.a/32/1194525_2.png) [@L.F.A](https://forums.unrealengine.com/u/L.F.A)\
**Post date:** [July 4, 2022, 8:11pm UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918/3 "2022-07-04T20:11:55Z")

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That is very helpful. Thank you.

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**Author:** ![moregambler](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/moregambler/32/88707_2.png) [@moregambler](https://forums.unrealengine.com/u/moregambler)\
**Post date:** [March 9, 2024, 6:35pm UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918/4 "2024-03-09T18:35:56Z")

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well , I did this and when I push shift + 1 I fired both , the key shift + key 1 event and key 1 event 😛 any solution?

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**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, 11:42am UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918/5 "2026-09-09T11:42:35Z")

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yea thats expected, chorded trigger doesnt suppress the solo key action, both conditions are true so both fire. easiest fix is to gate the plain 1 action so it only fires when shift isnt down, or put the combo on a higher priority context and consume it. gets annoying to track once you have a few of those combos.

theres a shortcut, Advanced Input Rebinding System, a runtime key-rebinding system for Unreal Engine 5, handles chorded combos and pops a conflict prompt (swap/replace/cancel) when a new bind collides with an existing one: [Advanced Input Rebinding System](https://www.fab.com/listings/e8a77976-b4d4-4e8f-a4b4-c6a71a98554d). on sale atm ($32.71) if you want runtime rebinding without fighting the trigger structs by hand.
