@@ -190,14 +190,24 @@ UMyModGameInstanceModule* MyModGameInstanceModule = Cast<UMyModGameInstanceModul
190190EnhancedInputComponent->BindAction(MyModGameInstanceModule->InputActionTagBindings[FGameplayTag::RequestGameplayTag(TEXT("Tag.Name"))], ETriggerEvent::Triggered, this, &Class::Function);
191191```
192192
193- == Reading Input Action Information
193+ == Displaying Information about Input Actions
194194
195195In order to retrieve the name(s) of the key(s) bound to an action for display to the user,
196196call the FGInputLibrary function `Get Input Action Name as Text`
197197on a Player Controller instance passing in the Name given to the action in its Mapping Context.
198198This will automatically handle multi-key binds and display them in a combined format like `Left Alt + Q`.
199199Note that if the mapping context is not registered at call time you will get back `UNKNOWN_KEY()`.
200200
201+ The "Get Key Name For Action Simple" function may also be useful.
202+ Supply it with the player-mappable key settings Name of the action
203+ and it will return a text representation of the action.
204+ For example, given `PlayerActions_Use`, it will return `E` (by default).
205+
206+ For buildables, the output of the "Get Look At Description" function
207+ will be rendered as rich text by the base game.
208+ To get the "orange box" around the keybind, use rich text formatting hints like this:
209+ `Press <Key>{KeyName}</> to {ActionDescription}`.
210+
201211If you need to retrieve the exact key structures involved in an input action,
202212call the FGInputLibrary function `Get Current Mapping for Action`
203213on a Player Controller instance passing in the Name given to the action in its Mapping Context.
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