# Input Widgets

SF includes an input key prompt "Master Widget" named `InputKey_W` to display inputs inside of SF's different user interfaces. This gets paired with a Data Table named `InputMap_DT` to find and display specified text or icons depending on the "target key". This includes support for dynamically changing icons and text when a gamepad/controller is used. This section below will cover how these `InputKey_W` widget blueprints are used inside SF, and how they can be used inside your own widgets to display key prompts when needed.

***

An input key prompt can be added to any widget of your liking by searching for "Input Key" from the "Palatte" in the top-left hand side of the editor (where you would normally add new elements to your widget).&#x20;

<div align="left"><figure><img src="https://3388235609-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FUYeqvDsstN2ZNva2Lkl7%2Fuploads%2FOxKNacrX1VXBqWM5PJvQ%2FInputKey.png?alt=media&#x26;token=8821782b-b337-4903-84ca-3aafef98d7c9" alt=""><figcaption></figcaption></figure></div>

Once this element has been created, you can edit the following parameters with that same widget selected in the details panel.

**— Keyboard/Gamepad Key** `Key Structure` \
\- Set the key or button to display on this input prompt.

**— Text Size** `Int` \
\- Define the size of the text on this input prompt.

**— Background Image Size** `Float` \
\- Set the size of the background image behind the input key text (Should increase relative to the `Text Size` value).

***

Now that you have set up an input key widget, you will need to define the key and its styles inside the `InputMap_DT` Data Table

<figure><img src="https://3388235609-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FUYeqvDsstN2ZNva2Lkl7%2Fuploads%2FQErwsWXK5BiHEOgodUw5%2FInputKeyStylew.png?alt=media&#x26;token=f7b9dd80-e0c0-4d39-940e-e0421e5aa6a0" alt=""><figcaption><p>Directory in Content Browser (SF > Core > Blueprints > Data Tables)</p></figcaption></figure>

Each entry in this Data Table consists of the following values to modify.

**— Target Key** `Key Structure` \
\- The input associated with these styling options. This value is searched for through all entries inside this Data Table to update the input key widget with the following information.&#x20;

**— Key Display Name** `Text` \
\- The text to display on your input key widget for this input.

**— Key Use Icon** `Slate Brush` \
\- Changing these values will use your given image instead of any text. Useful for gamepad keys or keys such as arrows.

**— General Key Background** `Texture2D` \
\- Set the background image behind your `Key Display Name` text if a `Key Use Icon` image is not used.

***

Once your keys' style has been set up here, your input prompt widget should now update to use these settings.


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://visualonecompany.gitbook.io/home/user-interface/input-widgets.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
