I know I can get good input resolution when using an input Widget. You can get the key you hit and also know if the shift, command, or alt/option keys were hit when you overload the OnKeyDown event.
But I want to do the same in a PlayerController Event graph. I’ve had very limited success because as soon as you hit the shift key, that becomes an event, even if you choose to make project Action Mappings, using ‘AnyKey’ - with ‘shift’ you don’t see the ‘other’ key being hit with the shift key in the same event.
So simply put: How can I get access to the same ‘Key Event Structure’ from a KeyDown event in the Player Controller as I would in a User Interface Widget BluePrint?