Runtime Creation of Chorded Input Actions Without Modifying IMC Assets

I’m trying to dynamically create a new chorded action for an existing input action at runtime.

Normally, chorded input actions are defined in the Input Mapping Context (IMC) using an Input Action Chord Trigger, which references another input action mapped to a key (the chord key).

However, I’m attempting to generate both the trigger and the chorded action on the fly inside RebuildControlMappings, rather than modifying the IMC asset directly—since modifying packaged assets at runtime isn’t an option. This method rebuilds all mappings using the original IMC data along with any remapped user key bindings.

Because Unreal doesn’t support adding or remapping chorded keys at runtime, I’m building that logic myself to support full keybinding functionality.

So far, my approach to creating the chord trigger dynamically hasn’t worked—the chord input doesn’t activate. I feel like I’m close, but I haven’t figured out the missing piece yet, and I’d like to avoid making major engine changes.

Hey there,

As you stated this isn’t something that the engine really supports in any way, so there isn’t much we can do to provide support if you are modifying the engine.

You are probably better off doing your dynamic generation of the input mapping context before you ever call RebuildControlMappings in the first place. My guess is that the triggers you are adding are not having their ordering evaluated correctly.