register_input_key_mapping
Remap a player input mapping to a new key at runtime in Unreal Engine, returning whether it applied and any failure tags.
Instructions
Remaps a player input mapping to a new key at runtime via UEnhancedInputUserSettings::MapPlayerKey (EnhancedInputUserSettings.h). Wraps FMapPlayerKeyArgs with the supplied mapping name + new key + slot. The call fails when the engine refuses the remap, with its reasons in failure_tags.
Returns: { applied: bool, mapping_name: string, new_key: string, slot: string, failure_tags: [string] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| slot | No | "First" | "Second" | "Third" | "Fourth" (default "First"); EPlayerMappableKeySlot enum | |
| new_key | Yes | FKey name (e.g. "Gamepad_FaceButton_Bottom") (required) | |
| mapping_name | Yes | FName of the source mapping inside an already-mapped IMC (required) | |
| player_index | No | Optional local player index used to resolve the PlayerController (default 0). | |
| player_controller_name | No | Optional editor-world APlayerController actor name (defaults to first local player) |