The struct FInputActionKeyMapping in PlayerInput.h throws a warning when used in blueprint because the property ActionName doesn’t have the BlueprintReadWrite attirbute. Same issue with all properties of FInputAxisKeyMapping.
Steps to reproduce:
- Create new blueprint
- Add a variable of type InputActionKeyMapping
- Fill variable using make InputActionKeyMapping
Is it safe to still use these and just ignore the warnings? So far my workaround to get rid of these warnings is to add C++ wrapper functions that return the action name or create these structs.