Yes. In fact, since 4.17 this is a supported feature in the Unreal Engine.
To access any action key name, add the following nodes:
“Get Input Settings” > “Get Action Mapping by Name” > enter the name of the action you want > “Break Action Key Mapping Struct” > from the KEY > Get Display Name
For axis mappings, just replace action with axis and do the same steps.
If player has multiple key bindings for the same action, you can add them one after another and place an “or” between the keys or just take the first you get. You can also filter out Gamepad buttons and display them seperately if you add a branch with a “is gamepad key” from the key in the struct.