So currently I’ve got this pause menu, and once you’re in it I’ve got a On Key Down override that has a Switch on String node to determine what’s going to happen when things are pressed. Right now this is only for opening and closing a menu, but I’d rather call input function names instead of the specific key since you’re able to change your key bindings in the game.
I’m struggling to find any tutorials or any info on having something like “switch on string” but it takes input actions or axis instead of just keys by their names.
Look here and the documentation of how input mapping works with actors, your basically wanting to return the first argument of BindAction and BindAxis functions, which would be impossible because firstly two or more input actions could be mapped to the same key and secondly the function being called in the third argument cannot retrieve the first argument unless it can be made as an argument for the function but I’m not sure if that would be possible.
Basically each input event will have to create a new string as the name of the input action.