Adaptive Mod Menu is a developer tool that extends Dawnwalker Mod Menu with key-binding controls.
Keep using Mod Menu's normal configuration system. Add a little metadata, and Adaptive Mod Menu turns an integer setting into a key picker, optionally combining it with a Tap/Hold selector. Mod Menu continues handling Apply, Reset, and saving.
The source also serves as a practical example of extending existing Unreal UI: finding existing controls, adding widgets to their owning page, and connecting custom presentation to the original settings system.
- Upgrades Dawnwalker Mod Menu integer settings into interactive key-binding pickers.
- Combines key bindings with an optional Tap/Hold control that changes mode on each click.
- Expands mapped presets into their target keys and modes; manual target edits select Custom.
- Shows changed settings with a left-hand star and italic label. Preset selection establishes a visual baseline; subsequent edits mark only the targets changed by the user.
- Renders pickers as right-aligned tabs and applies six typography levels. A level-one setting replaces the default mod header.
- Supports conditional group help, value-dependent labels and category ordering while preserving existing setting IDs.
- Supports metadata-based integration through
mod_settings.ini—no registration code required. - Preserves Mod Menu's Apply, Reset, and configuration-saving behavior.
- Adds separate hover feedback for key and mode pickers, plus highlighting during key capture.
- Supports Escape cancellation and displays unbound keys.
- Captures left/right Shift, Control, Alt and Windows keys individually; modifier chords remain unsupported.
- Keeps decorations attached to their owning rows and recreates them when pages rebuild.
- Uses menu-scoped updates without a permanent gameplay polling loop.
- Provides example configurations and source code for learning how to extend existing Unreal UI.
- Bundles the
menu.fixestemplate atScripts/fixes.luafor registration by UE4SSTemplatingEngine. - Pairs with UE4SSLuaEventBridge for implementing Enhanced Input and Tap/Hold behavior.
- Active menu updates use 50 ms polling; updates stop when the menu closes or no usable controls remain.
- Depends on Mod Menu's structure: changes to its widget layout or lifecycle can break decoration.
- The lifecycle bootstrap currently supports Dawnwalker Mod Menu 1.0.7; restart the game after it installs or updates the callback patch.
See the documentation on GitHub and the developer integration guide.
Install the package as Mods/AdaptiveModMenu, then enable it through your mod
manager or UE4SS configuration. The archive does not create enabled.txt.
Restart the game after installing or updating it.
In your mod's mod_settings.ini, define an integer setting and add ammType = keybind:
[Setting.MyAction]
Id = MyAction
Type = integer
ammType = keybind
Label = My action
Group = Controls
ConfigFile = config.ini
ConfigSection = Bindings
ConfigKey = MyAction
Minimum = 0
Maximum = 254
Step = 1
Default = 75The stored value is a Windows virtual-key code. In this example, 75 means K; 0 means unbound.
Add a tab picker and point Pair at the key setting. The picker owns the composite row and its visible label:
[Setting.MyActionMode]
Id = MyActionMode
Type = picker
ammType = tab
Pair = MyAction
Label = My action
Group = Controls
ConfigFile = config.ini
ConfigSection = Bindings
ConfigKey = MyActionMode
PresetValues = 0|3|-1
PresetLabels = Tap|Hold|Default
Default = -1Keep both settings in the same group. If DMM hides MyAction, AMM hides only the contributed key component; the mode row, its label and its tabs remain visible.
That's it—magic! The key picker and Tap/Hold selector appear together. No registration code is required.
Your mod still interprets the values. Adaptive Mod Menu provides the GUI upgrades, not the input behavior.
It also pairs well with UE4SSLuaEventBridge, which exposes Unreal's Enhanced Input to Lua, including support for Tap/Hold bindings.