Currently, you can only access the default modifiers that you set for your InputAction (pic 1 and 2). We don’t have access to modifiers that are added to a specific key in the InputMappingContext (pic 3).
For example in my InputAction “Yaw” I need to have separate sensitivities for Gampad and Mouse, so I can’t just apply a Scalar to all my Yaw keys, I have to do it separate for each one. But if I want to make a HUD so players can set their sensitivity, I only have access to the default Yaw modifiers that I set up. There doesn’t seem to be a way to access the specific modifiers that I set for Gampad and Mouse.
This means you’ll need to call Unmap Key then Map Key for the specific key whenever you want to modify its sensitivity which is definitely more work than it should be. We’ll be looking into improving key mapping flow before the main UE5 release.
Thanks for this info, I was looking for a way to change Mapping modifiers at runtime and apparently in UE 5.3.2, I still can’t find another way to do it
I’m also looking for a way to get the list of modifiers assigned to a key from Blueprint. I want to be able to activate modifiers like invert or DeadZone at runtime in my mapping interface.
For now when I load mapping I only get a key structure not the full EnhancedActionKeyMapping Object that contains modifiers and triggers. How can I get it ?