Any Keyboard Layout / Guides

Physical controls and key prompts

v1.0.0Runtime plugin
  • UE 5.5–5.8
On this pageKeep movement under the same hand positionShow the key the player should pressUpdate existing prompt widgetsCheck special keyboard keysTest a layout change

Keep movement under the same hand position#

Enable Physical in Project Settings or use Set Physical Enabled in Blueprint.

Gameplay typing keys then follow US-QWERTY positions. On AZERTY, the keys labeled ZQSD operate WASD bindings. Text fields retain normal typing and labeled shortcuts.

Function keys, modifiers, arrows, and the numpad are not repositioned.

Show the key the player should press#

  1. Find the key your action is bound to.
  2. Pass it to Get Key Display Name (Keyboard Layout).
  3. Show the returned text in your prompt or binding screen.
  4. Refresh those labels from On Keyboard Layout Changed: add Engine Subsystems → Get KeyboardLayoutSubsystem, drag from it, and choose Bind Event to On Keyboard Layout Changed. Also build the labels when the widget is constructed, because the event does not fire at startup.

A W binding can display Z for a player using AZERTY in Physical mode.

Update existing prompt widgets#

Widgets that show the engine's ordinary key names may still display US labels. Supply your own text or icons when needed, including in CommonUI action bars and binding screens.

Choose a font that can display the characters returned for the player's layout.

Check special keyboard keys#

International keyboards can have additional keys. In Physical mode they report keys of their own, listed in the key picker under Keyboard as ISO Key (between Left Shift and Z), Ro / ABNT Key (left of Right Shift), and Yen Key (left of Backspace).

Test a layout change#

While the game is running, switch to another installed layout. Verify both the action and its displayed prompt, then focus a text box and check that typing is still correct.

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