When dealing with CommonUI, one will create at least one CommonInputBaseControllerData Asset and feed it with Input Key and Icon Sets
But… there are two Texture Slots, i can’t get what they are used for…
What is the puprose of “Controller Texture” and “Controller Button Mask Texture”?
BadgerBone
(Badger Bone)
October 22, 2026, 6:59pm
2
Looking at the code for version 5.6 there are these declarations in the header file:
UPROPERTY(EditDefaultsOnly, Category = "Display")
TSoftObjectPtr ControllerTexture;
UPROPERTY(EditDefaultsOnly, Category = "Display")
TSoftObjectPtr ControllerButtonMaskTexture;
But those lines are the only places they are mentioned in c++. So, either they are there for some future functionality that isn’t written, yet, or you’d have to do something with them in blueprints.