It seems by default the InputActionWidget (widget that finds/displays a brush for the current key binding) is collapsed when input is detected as Mouse and Keyboard, and set to visible when a Gamepad is detected (I’m not referring to the “Common Hardware Visibility Border” found in the button widgets that sets visibility based on tags, I’m specifically referring to the InputActionWidget itself).
Running with the debugger has pointed me towards the various GetIcon() related functions which don’t seem to be returning anything with Mouse and Keyboard. I’m not sure why.
As far as I can tell, the data tables containing the keys / key brushes are both setup identically (CommonInput_KeyboardMouse, CommonInput_Gamepad_XboxOne). And they’re both added in Common Input Settings in the project settings.
What am I missing here?
Thanks