I have created one widget for customizing keyboard settings , as shown below.
In the C++ code , I can see that for axis and action inputs , it refers to input bindings and perform the action accordingly.
InputComponent->BindAction(“Jump”, IE_Pressed, this, &ACharacter::Jump);
InputComponent->BindAxis("MoveForward", this, &AForgottenLegionCharacter::MoveForward); InputComponent->BindAxis("MoveRight", this, &AForgottenLegionCharacter::MoveRight);
I was also able to do the same by creating binding in Project settings , and referring them in blueprint. But I want to read the information from the widget value which corresponds to the respective key , and also I want to allow the user to save their widget key settings. How to do this ?