What are some options for mapping controls in an editor utility widget blueprint?

I am currently overriding key down and tracking mouse movement to handle some different drawing controls in an editor utility widget. I’d ideally like to be able to map different key combinations and support various alternate controllers rather than just detecting a single key at a time.

Are CommonUI or input chords available in an editor utility blueprint context?

Are editor binds/hotkeys available within an editor utility widget?

Are there other options?

I found the Enhanced Input Editor Subsystem.

/**

  • The Enhanced Input Editor Subsystem can be used to process input outside of PIE within the editor.
  • Calling StartConsumingInput will allow the input preprocessor to drive Input Action delegates
  • to be fired in the editor.
  • This allows you to hook up Input Action delegates in Editor Utilities to make editor tools driven by
  • input.
    */

I am adding the mapping context and calling “Start Consuming Input” on the utility widget, but no luck triggering anything.

Hi, did you figured it out ?
I’m trying to add Input Actions to a Scriptable Editor Tool, and i feel like i’m just missing something.

  • I added a mapping context
  • I start consuming input
  • i can check that i am correctly consuming and i can query to keys mapped to an input.
  • I can’t get the action to trigger something :frowning: