Using IMC and Enhanced Input, how can I read each mapping of each input action based on Indexes?

So I’m looking to create a general widget that can be put into other widgets as if it were a modular image; To be exact, a widget that shows which Input must be pressed to trigger the action. I’ve made a decent framework that detects if a Gamepad is connected by reading the Key value of the last pressed key. I also have a settings menu that determines what control scheme to display (switches the face buttons’ text with shapes for playstation, as well as RT/LT being switched with R2/L2 based on a boolean). This seems like a good start, but in the widget I’m attempting to read the values of each mapping

These are the inputs I’d like to read, and I’d like to read them using this setup if possible.

Essentially the problem I’m having is that there doesn’t seem to be an event that returns a specific key reference from the list under each action. I simply want to get what key that action needs for it to be triggered. For example, if I created the widget and set it to display IA_Jump, how do I get the Space Bar or Face Button Bottom (depending on the previously mentioned booleans) passed into this string? Is it even possible, or should I just make a few strings that are editable for each instance of the widget?

you want Query Keys Mapped to Action keyed by the action player-mappable name, then the display name per device row. refresh it when the settings menu opens and after any remap, not every tick. for the playstation shapes vs xbox text, branch on the key being a gamepad key plus a platform flag for which glyph set to draw.

if you also need the remap side of that widget, Advanced Input Rebinding System, a runtime key-rebinding system for Unreal Engine 5, ships capture + profiles + prebuilt UI pieces: Advanced Input Rebinding System. on sale ($32.71).