Key visualization
Display input keys with platform-specific icons and custom names.
Project settings
Configure Project Settings → Plugins → Auto Settings Input:
Key icon sources
Key Icon Sources provide the visual icons for input keys. Set the Key Icon Source property in Project Settings → Plugins → Auto Settings Input → Display.
Built-in:
- CommonKeyIconSource - Uses CommonUI's icon system with automatic platform detection (requires CommonUI plugin)
Custom Icon Sources:
Create custom icon sources in Blueprint by inheriting from KeyIconSource and implementing BP_GetIconBrushForKey to return the appropriate icon for each key based on platform and input device.
Key friendly names
Override default key display names to use shorter or more readable names:
Left Mouse Button → "LMB"
Right Mouse Button → "RMB"
Gamepad_FaceButton_Bottom → "A"
LeftShift → "Shift"
Rich text integration
Display keys inline with text using the Rich Text Block with RichTextBlockInputDecorator:
- Add a Rich Text Block to your widget.
- Add
RichTextBlockInputDecoratorto the decorator classes. - Use
<input>tags in your text.
Input Action asset
Use the asset name of an Input Action. The decorator resolves the action and displays the key currently bound to it:
Press <input action="IA_Jump"/> to jump
Player-mappable name
Use the player-mappable name of an Enhanced Input mapping. This is useful when an action has multiple mappings and you want to reference a specific one:
Press <input action="Jump_KB"/> to jump
Explicit key
Display a specific key directly, independent of bindings:
Use <input key="Space"/> to continue
The decorator replaces each tag with the matching key icon when available, or with the configured friendly key name otherwise.
KeyLabel widget
The KeyLabel widget displays a key with automatic icon/text fallback:
- Add
KeyLabelwidget to your UI. - Set the Key property to the key you want to display.
- The widget automatically shows the icon if available; otherwise, it shows the key name as text.