Why InputSettings GetActionMappings is not exposed to Blueprints

Hi,
I need to check all the input mappings of the current player. and I see in C++ there is a nice function to get all mappings with:

const TArray & GetActionMappings() const;

But this seems not to be exposed to BP.

The only way seems to do Get Actions By Name and then again “Get Action Mapping By Name” on each name returned. But looks like a waste of resources.

Create an array of name with all of your action mapping names and then use for each loop to sort through them.