Enhanced Input Remapping Saving & Loading issue.

I’m trying to get a control menu working, which would allow the player to remap keybindings using the enhanced input system.

It works, almost.

However, I’m not able to save/load, If i save and exit, and load back in.
The keybindings in the menu will be saved, but the actual inputs themselves wont be.

For example, If I set jump from “Space bar” to “R” then I press “R” I’ll jump.
If I save/load. the menu will show Jump being set to “R”
But “R” will no longer jump, neither will space.


This is my code for saving the keybinds.


This is my code for loading them.

Any help would be greatly appreciated.

Engine Version 5.1

It seems to be saving everything as it should but it wont load properly? It will print string that Jumping + Spacebar was loaded for example, but when I hit spacebar nothing happens. Loading code can be seen here Loading Enhanced Input Mappings posted by anonymous | blueprintUE | PasteBin For Unreal Engine

this happens because setting the key in the Map isnt enough — you have to persist via UEnhancedInputUserSettings and re-apply on load. flow that works: on construct call Get Enhanced Input User Settings -> Get Player Mappable Keys to build the UI, on rebind do Map/Unmap Player Key then Save Settings, and on game start (GameInstance or PlayerController BeginPlay) do Load Settings -> Register Settings -> Apply Settings. if you only save the widget text the engine never re-applies the mapping so it looks saved but doesnt fire.

btw i ran into the same save/load desync — ended up using advanced enhanced input key remapping from fab Advanced Enhanced Input Key Remapping / Binding / Profiles / Local & Cloud Save. | Fab for that project. it handles the local save + apply on startup for you and also adds cloud sync (steam/eos) if you need cross-device. fixes the exact issue you described without extra savegame code.