Following the general release of the in-game keybind editor, we recognized that it was important to provide custom widgets the ability to have commands show up and be customizable in the keybind editor. To that end, widgets can now opt into this behavior as described in the widgethub documentation. Players, as your widgets are updated to leverage this new functionality, you'll find them appearing in the in-game keybind editor with each widget showing up under their display name.
Even non-widgethub widgets can appear in the keybind editor by ensuring they follow the same structure provided in the documentation above, in a manifest.json file that you ship as part of your widget. Each action listed will be shown in the keybind editor, and the defaultKeysets provided will be their default binding unless overridden by the player.
{ "id": "gui_commander_tools", "version": "1.0.0", "display_name": "Commander Tools", "author": "Harkenn", "description": "Adds quality-of-life actions for commander management.", "last_updated": "2026-01-01T00:00:00.000Z", "keybindings": [ { "action": "comtools_follow_commander", "defaultKeysets": ["sc_mouse4"] }, { "action": "comtools_recall_to_spot 1", "defaultKeysets": ["sc_mouse5"] } ]}Additionally, the actions in keybindings are also used to ensure that the default keybinds for all enabled widgets are set - by default - in the uiKeys.txt file that gets generated, even if the player's custom profile was created before your widget was installed, while still allowing the player to customize the keybinds the same way they would anything else. As shown here, this is a profile I had previously that I've made no changes to since creating the "Commander Tools" widget for demonstration purposes; and as shown you can see that the default keybindings are added to it automatically.
More functionality will be coming to both the keybind editor and its widget support, in particular, in the coming weeks.

