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Why isn't EKey struct exposed to blueprints?

The question is about this struct with all the keys: https://api.unrealengine.com/INT/API/Runtime/InputCore/EKeys/index.html

It would be useful to have it exposed in blueprints, to just switch between integers (enum). Not exposing it generates a risk of somebody switching using strings as an easy substitute (even I got tempted to maybe use it as a quick solution to not waste time). The other strategy is to use a massive amount of if statements which is also bad.

I know there are events exposed for every single key on the keyboard. That's good. But sometimes we don't want to use separate executions for every key. For example, when we want to transfer information about the key pressed to some specific class which is not really an input receiver, it's fast and easy to just create "Key" input in the function of that class. It's not so useful right now.

Maybe there is some enum for keys atm which I don't know about? EKeys seems the only one.

What do you guys think?

Product Version: UE 4.19
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asked Sep 27 '18 at 02:03 PM in Blueprint Scripting

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Taberu
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