Enhanced Input System and Key Consumed

Hello everyone !

I’m trying to setup some remappable keybind to my project using the Enhanced Input System but I have issues with key consumption.

In short :
I’m trying to find how to manually (in c++) consume a Key (ideally until the end of the Frame).

Context :
I have multiple MappingContexts with multiple InputAction inside them, some of my Actions require multiple Keys.
In the old system there was a limited but usable [Ctrl|Alt + Key] system but not in the new. We now have combo Action, witch I avoided using because not that practical for my case. Instead I created my own custom triggers to check for conditions; and then I trigger or not the Input Action based on those condition.

The problem is if my InputAction has the “bConsumeInput” value to true, It consume the key no matter what, even if I ultimately didn’t trigger the event.

What I would like to do is to be able to consume inputs (FKey) or not during the execution of an action, ideally inside custom Input Triggers|Modifiers.

If it isn’t possible then I’ll just create a TSet somewhere in my code, and in all my IA Callback I’ll manually find the used FKey that caused the Callback (cannot be const, they are user-remappable) and add it to the Set.

However this seams like a badly implemented hack on top of something that is I suppose already existing somewhere inside the “Enhanced Input System”, but that I cannot find.

If anyone know who to consume key by code, or can explain to me how the consume mechanic work in the Enhanced Input Action Subsystem, that would be great.

Thanks for reading me and have a nice week,
Red.