# Help Needed: Struggling with Modifier Key and Trigger Type Customization in Enhanced Input Subsystem

**URL:** <https://forums.unrealengine.com/t/help-needed-struggling-with-modifier-key-and-trigger-type-customization-in-enhanced-input-subsystem/1869702>\
**Category:** Programming & Scripting\
**Tags:** Input, unreal-engine, plugin, CPP, Blueprint, question\
**Created:** [May 23, 2024, 7:04pm UTC](https://forums.unrealengine.com/t/help-needed-struggling-with-modifier-key-and-trigger-type-customization-in-enhanced-input-subsystem/1869702 "2024-05-23T19:04:51Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Tryto1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tryto1](https://forums.unrealengine.com/u/Tryto1)\
**Post date:** [May 23, 2024, 7:04pm UTC](https://forums.unrealengine.com/t/help-needed-struggling-with-modifier-key-and-trigger-type-customization-in-enhanced-input-subsystem/1869702/1 "2024-05-23T19:04:51Z")

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Hey,

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.

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**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [September 4, 2026, 2:35pm UTC](https://forums.unrealengine.com/t/help-needed-struggling-with-modifier-key-and-trigger-type-customization-in-enhanced-input-subsystem/1869702/2 "2026-09-04T14:35:03Z")

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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.

for that multiplexed setup advanced enhanced input key remapping [Advanced Enhanced Input Key Remapping / Binding / Profiles / Local & Cloud Save. | Fab](https://www.fab.com/listings/e8a77976-b4d4-4e8f-a4b4-c6a71a98554d) supports per-action trigger type + modifier + key with validation and preserves them through UserSettings save — saves you rebuilding that trigger/modifier plumbing by hand.
