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

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: