I am currently working on creating a rebinding menu using user settings from the Enhanced Input Subsystem. I want to develop a system where each user can customize the trigger type, modifier key, and key binding for each action. To achieve this, I created a c++ custom input trigger with multiple options, including:
Modifier Key: None, Left Control, Left Alt, Left Shift
Trigger Type: Pressed, Pressed Continuous, Released, Hold, Hold Continuous, Hold Reset, Double Click
However, I am facing difficulties in allowing users to change the modifier key or trigger type in the user settings; currently, I can only modify the key binding itself.
Any suggestions on how to resolve this issue would be greatly appreciated.
you need to rebuild the full mapping when any of those three changes — FKey + Modifiers + Triggers. your custom UInputTrigger needs to be added to the new mapping’s Triggers array before calling Map Player Key, otherwise it gets dropped. keep PlayerMappableOptions.Name stable across swaps, copy any existing modifiers across, and call Save Settings after. for the UI, capture the modifier separately from the main key so “Left Ctrl + J with Hold” is three fields not one FKey.