# How to use input in editor to call scriptable actions/trigger events in editor utility actor's?

**URL:** <https://forums.unrealengine.com/t/how-to-use-input-in-editor-to-call-scriptable-actions-trigger-events-in-editor-utility-actors/1597163>\
**Category:** Editor Scripting\
**Tags:** stuck, actor, Input, Editor-Utility, unreal-engine, please-help-me, editor, Blueprint, question\
**Created:** [January 7, 2024, 7:09pm UTC](https://forums.unrealengine.com/t/how-to-use-input-in-editor-to-call-scriptable-actions-trigger-events-in-editor-utility-actors/1597163 "2024-01-07T19:09:56Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![I-C-Ubackoff](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@I-C-Ubackoff](https://forums.unrealengine.com/u/I-C-Ubackoff)\
**Post date:** [January 7, 2024, 7:09pm UTC](https://forums.unrealengine.com/t/how-to-use-input-in-editor-to-call-scriptable-actions-trigger-events-in-editor-utility-actors/1597163/1 "2024-01-07T19:09:56Z")

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I am trying to call an editor utility/scriptable action via a key press (in Blueprints not c++). I have seen this tick box in the class defaults of an editor utility actor

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/2/9/52924b9503d882ce070cd8a5ff23767638f1d11f.png)  
This leads me to expect that this is doable inside of an editor utility actor. But binding to an input delegate seems to be harder than it sounds. I further looked into this and saw this commit on the Unreal Engine GitHub ( [https://github.com/EpicGames/UnrealEngine/commit/83bae1b2397495e430f8712dd020f242860bee86](https://github.com/EpicGames/UnrealEngine/commit/83bae1b2397495e430f8712dd020f242860bee86) ) Which again suggests that this was designed to be used with the new Enhanced Input system. Also inside project settings is a section labelled “Enhanced Input (Editor Only)” under the Engine group. Again this suggests that this could be doable and has been fully fleshed out. However, I can not seem to get any keyboard input to trigger any event whatsoever and I am not sure what I am missing. Inside an editor utility actor, there are a few nodes that seem relevant: “Get Input Component”, “EnhancedInputEditorSubsystem”, “Start Consuming Input” and “Add Mapping Context”. However, none seem to help this work. Can anyone help?

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**Author:** ![Data\_Vision](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/data_vision/32/1118730_2.png) [@Data\_Vision](https://forums.unrealengine.com/u/Data_Vision)\
**Post date:** [October 22, 2024, 10:43pm UTC](https://forums.unrealengine.com/t/how-to-use-input-in-editor-to-call-scriptable-actions-trigger-events-in-editor-utility-actors/1597163/2 "2024-10-22T22:43:55Z")

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Have you found your solution ? I’m interested in it too, having keyboard inputs exposed seems pretty obvious to me when building a tool 🙂
