npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input
Wire player input the modern UE5 way with the Enhanced Input system: data-driven Input Actions and Mapping Contexts instead of the legacy Project Settings axis/action mappings. Targets UE 5.8 (Enhanced Input is the default; legacy input is deprecated).
IA_) and Input
Mapping Context (IMC_) assets, applying modifiers/triggers, adding a mapping context to a
player, or binding actions in C++ or Blueprints.IA_*/IMC_* assets or references EnhancedInput.When not to use: engine-agnostic input architecture (rebinding strategy, buffering,
multi-device design) → input-systems. The Pawn/Character C++ those bindings live in →
unreal-cpp-gameplay.
"EnhancedInput" to PublicDependencyModuleNames in *.Build.cs.IA_). Each has a Value Type: Digital (bool) for buttons,
Axis1D (float) for triggers, Axis2D (Vector2D) for movement/look.IMC_) that maps keys/buttons to those actions. Use
Modifiers to shape raw input (Negate, Swizzle Input Axis Values, Dead Zone) — e.g. WASD
into one Axis2D needs Negate on A/S and a Swizzle on W/S. Use Triggers (Pressed, Hold,
Tap) to decide when an action fires.EnhancedInputLocalPlayerSubsystem
(AddMappingContext(IMC, Priority)), usually in BeginPlay/possession.ETriggerEvent (Triggered, Started, Completed, …) on
the EnhancedInputComponent, and read the FInputActionValue in the handler.showdebug enhancedinput) show which actions trigger and their values.AddMappingContext), or the
player has no Local Player yet. Add it after possession/BeginPlay."EnhancedInput" isn't in Build.cs
PublicDependencyModuleNames.Get<FVector2D>() returns zero — value-type mismatch: the Input Action is Digital/Axis1D,
not Axis2D. Match the Get<T>() to the action's Value Type.Triggered repeats while held for a Down trigger;
use Started/Completed for one-shots (jump press/release), or a Pressed/Tap trigger.RemoveMappingContext.references/cpp-setup.md.https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine).input-systems — engine-agnostic input architecture and rebinding strategy.unreal-cpp-gameplay — the Character/Pawn class and module setup.fps-shooter — composes input with a 3D controller and shooting.void AMyCharacter::SetupPlayerInputComponent(UInputComponent* InputComponent)
{
Super::SetupPlayerInputComponent(InputComponent);
// The component is an Enhanced Input component when the plugin is active.
if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent))
{
EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
EIC->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EIC->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
}
}
void AMyCharacter::Move(const FInputActionValue& Value)
{
const FVector2D Axis = Value.Get<FVector2D>(); // Axis2D action
AddMovementInput(GetActorForwardVector(), Axis.Y);
AddMovementInput(GetActorRightVector(), Axis.X);
}Event BeginPlay
-> Get Controller -> Cast To PlayerController -> Get Local Player
-> Get EnhancedInputLocalPlayerSubsystem -> Add Mapping Context (IMC_Default, Priority 0)
// IA_Move is exposed as its own event node in the Character's Event Graph:
EnhancedInputAction IA_Move (Triggered)
-> Action Value (Vector2D) -> Add Movement Input (Forward * Y, Right * X)