Update:
I found a way to do the above, but it feels quite messy…
- I use the
Query Keys Mapped to Actionnode for myIA_Interact. - Then I loop through the return array and get the Display Name for each mapped key.
- Next, I use
Find Substringon each, looking for the substring “Gamepad Face” and checking if theReturn Valueis greater than-1. - If it is (greater than
-1), I thenGet Substringon it, starting at position 20 (to eliminate "Gamepad Face Button "), with a Length of 10 (just to catch everything), and set the result as myGamepadInteractKeyvariable. - I also check for Key Display Names that return less than
0for both the substringsGamepadandMouseto determine which keyboard key is mapped toIA_Interact, so that I can throw out that prompt correctly and dynamically, too.
It took me way too long to figure out that you need to do all this after a short delay (default of 0.2 works fine), or it won’t work on Begin Play.
Once that’s all done, I “just” needed to assign each face button glyph to its respective mapping… and since I offer multiple glyph sets (Xbox One/Series, Xbox 360, PS4, PS5, Switch Pro and “generic”, I had to do that for each possible set x4… messy af. ![]()
It does work very well, though.





