# Turn ON Enhanced Input

In this chapter we will not go advanced and deep into how to add all keybinds you want. Or explain how the mapping system in this Menu works. Instead, this chapter is rather serves the initial integration purpose, where we are getting basic things connected and working.

***

We begin from enabling crucial checkbox in `Project Settings`:

<figure><img src="https://3202416498-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwlDZAQc635Buuq6HL7c0%2Fuploads%2FB4gZMeyPuT91Zas3mH7X%2FEnhanced%20checkbox%20enable.png?alt=media&#x26;token=03b836a7-c102-43b9-b874-adf7541bfe45" alt="" width="563"><figcaption></figcaption></figure>

Once it's done, in **Blueprints** folder open `BP_SaveGame_GameSettings`, and in there expand category `'Controls'` where you should see read-only variable `(S)Contexts`. Fill that array manually with all <mark style="color:purple;">Input Mapping Contexts</mark> you use in your game:

<figure><img src="https://3202416498-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwlDZAQc635Buuq6HL7c0%2Fuploads%2FOtv9V4eCAhV8OjZgcpEK%2Ffilling%20contexts%20variable.png?alt=media&#x26;token=6ff23c96-1dae-457c-930c-23ba070eff7d" alt="" width="375"><figcaption></figcaption></figure>

Now open <mark style="color:red;">**your**</mark> `PlayerController` blueprint and remove all(if there any) `Add Mapping Context` nodes, and replace those with a single function from *Global Function Library* like so:

<figure><img src="https://3202416498-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwlDZAQc635Buuq6HL7c0%2Fuploads%2FO1ry6ddyzPYd2h76qdEm%2FController%20add%20mappings%20before.png?alt=media&#x26;token=6ceae5d3-8fa8-423b-8877-afc627edcaa0" alt=""><figcaption><p>before</p></figcaption></figure>

<figure><img src="https://3202416498-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwlDZAQc635Buuq6HL7c0%2Fuploads%2FkgSZD7DMCFklJxKsVq5v%2FController%20add%20mappings%20after.png?alt=media&#x26;token=2813d483-282f-43dc-bf8d-1a8a2b6069ac" alt=""><figcaption><p>after</p></figcaption></figure>

And after that, it is considered to be done.

***

Now you can go and tryout some of the Menu remapping functionality. If you have something in your game that you can name *'shoot',* *'move forward' or 'jump'*:

<figure><img src="https://3202416498-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwlDZAQc635Buuq6HL7c0%2Fuploads%2Fn8QRv6QW8x6miHhj0DCk%2FShoot%20action.png?alt=media&#x26;token=7e24b37e-8244-4a5e-be22-18d7f22c3173" alt=""><figcaption><p>Specify 'name' inside Input Action</p></figcaption></figure>

<figure><img src="https://3202416498-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FwlDZAQc635Buuq6HL7c0%2Fuploads%2F5tC3MacL7pIVCJx9BVY5%2Fmove%20forward%20in%20context.png?alt=media&#x26;token=bad2bce2-319b-4090-9d53-c90392a5f097" alt=""><figcaption><p>or override it directly inside Context</p></figcaption></figure>

{% hint style="warning" %}
In case you specified *'name'* everywhere correctly but in **Menu** some **Keybinder** still not able to recognize such mapping - go and delete `SaveGame` file at `projectname\Saved\SaveGames\GameSettingsSlot.sav` (while game is not running obviously) and then it should work.
{% endhint %}
