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Add Input Mapping

Bind a key to an Input Action inside a mapping context, and verify it by reading the context's live mapping list back. Goes through the engine's own MapKey, so it lands wherever this engine version keeps mappings. That matters: the array moved in 5.7 and a generic property write to the old name still succeeds, still reads back, and does nothing.

hf_add_input_mappingWrite

Arguments

NameTypeDescription
actionreqstringPath of the Input Action to bind.
contextreqstringPath of the Input Mapping Context to add to.
keyreqstringKey name as the engine spells it: W, SpaceBar, LeftMouseButton, Gamepad_LeftX, Gamepad_FaceButton_Bottom. An unknown name is refused rather than bound to nothing.
forceboolean
= false
Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first.

Nearby in Enhanced Input: