// Declare inside your Unreal Class DECLARE_DELEGATE_OneParam(FMyActionDelegate, float); //Do in function like BeginPlay or the StartupModule function of your Plugin UInputSettings* Settings = UInputSettings::GetInputSettings(); Settings->AddActionMapping(FInputActionKeyMapping(TEXT("MyTestAction"),EKeys::T)); Settings->SaveKeyMappings(); InputComponent->BindAction<FMyActionDelegate>(TEXT("MyTestAction"),EInputEvent::IE_Pressed,this,&MyClass::MyFunctionHandler,-0.1337f);