# how do i make it where i can use one key for multiple inputs?

**URL:** <https://forums.unrealengine.com/t/how-do-i-make-it-where-i-can-use-one-key-for-multiple-inputs/485839>\
**Category:** Community & Industry Discussion\
**Tags:** interaction, unreal-engine, question, key-bind\
**Created:** [July 6, 2021, 11:45pm UTC](https://forums.unrealengine.com/t/how-do-i-make-it-where-i-can-use-one-key-for-multiple-inputs/485839 "2021-07-06T23:45:23Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![SlySeanDaBomb](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/slyseandabomb/32/88710_2.png) [@SlySeanDaBomb](https://forums.unrealengine.com/u/SlySeanDaBomb)\
**Post date:** [July 6, 2021, 11:45pm UTC](https://forums.unrealengine.com/t/how-do-i-make-it-where-i-can-use-one-key-for-multiple-inputs/485839/1 "2021-07-06T23:45:23Z")

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I need to make it where E is used to do things like open doors, and wind a music box. right now i have E to wind a music box and Q to open doors because if i set them both to E they don’t work.

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [July 7, 2021, 7:22am UTC](https://forums.unrealengine.com/t/how-do-i-make-it-where-i-can-use-one-key-for-multiple-inputs/485839/2 "2021-07-07T07:22:27Z")

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You’re looking for `Interfaces`:

> **[Implementing Blueprint Interfaces](https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Types/Interface/UsingInterfaces/)**
>
> Blueprint Interfaces allow Blueprints to call functions in different types of targets, if they also implement the interface.

In short:

- an interface has a bunch of functions that do little by themselves
- you implement an Interface on the actor sending messages and on the actor receiving them
- when a generic E message is sent to an _unknown_ actor, that actor can interpret it any way it wants
- you can `E` _aBucketActor_ and you will **kick** it, and you can `E` _aTreeActor_ and it will **shake** because that’s what trees do
- the **kick** and the **shake** are implantations of the interface functions on the pertinent actors

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Scroll down to the non-green answer here:

> **[Why does this gate not work?](https://forums.unrealengine.com/questions/1013265/why-does-this-gate-not-work.html)**
>
> Hello! I’m currently trying to do a line trace for objects, allowing them to picked up. The branch’s true or false nodes work by themselves, The E keyboard event works, but when put through a gate it doesnt work. Any idea why?

Plenty of examples. And, of course, there’s also YT.
