What is: Controller Texture in InputBaseControllerData?

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”?

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.