Save and Load Enhanced Input Mappings does not work properly

Hi everyone

I’m trying to figure out how to save my enhanced input action mappings in Unreal Engine 5.3 after realtime changes.
I can easily save and load a context from the Input ini file as intented from epic in the UInputMappingContext class, and that works for just the key ↔ Action Mapping, but as we now have to load triggers as well (binding of FInputChord not possible anymore), that causes problems.
Context->LoadConfig(); UEnhancedInputLibrary::RequestRebuildControlMappingsUsingContext(Context);

That simply does not load properly, it loads the triggers empty or not at all.

I’ve also searched the Unreal Engine documentation, but I haven’t found any information on what was intended by the devs.
Does anyone know how to properly save mappings with the new enhanced input system in Unreal Engine 5.3?
Any help would be greatly appreciated. Thanks!

I wanted to provide an update regarding the issue with the triggers.
I have checked the Input.ini and found that the triggers are actually there. However, it seems that they cannot be loaded as the reference probably does not exist anymore.

Triggers=("/Script/EnhancedInput.InputTriggerDown'/Game/ThirdPerson/Input/NewInputMappingContext1.Context1:InputTriggerDown_0'")

This leads to None inside the Context. It gets even worse, the Player Mappable Key Settings have the same Problem.

Still hoping for some information here.

After reloading the Input config file after a restart, the references to Triggers, Modifiers and custom implementation of PlayerMappaleKeySettings are gone and set to none. The references are defined in the input.ini file but can’t be found obviously.

I’ve also experienced the same issue on a fresh project in UE 5.3.1. Has anyone has a solution to this or generally more information on how these references are stored in config files? Any help would be appreciated.