Specification
- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
How to use it
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-inputInstalls these files- SKILL.md
- references/cpp-setup.md
What this skill tells the agent
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).
When to use
- Use when adding movement/look/jump/fire input, creating Input Action (
IA_) and Input Mapping Context (IMC_) assets, applying modifiers/triggers, adding a mapping context to a player, or binding actions in C++ or Blueprints. - Use when the project has
IA_*/IMC_*assets or referencesEnhancedInput.
*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.
Core workflow
- Enable the module/plugin. Enhanced Input is on by default in UE5; for C++ binding add
"EnhancedInput"toPublicDependencyModuleNamesin*.Build.cs. - Create Input Actions (`IA_`). Each has a Value Type:
Digital (bool)for buttons,Axis1D (float)for triggers,Axis2D (Vector2D)for movement/look. - Create an Input Mapping Context (`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.
- Add the mapping context to the player via the
EnhancedInputLocalPlayerSubsystem(AddMappingContext(IMC, Priority)), usually inBeginPlay/possession. - Bind actions to handlers by
ETriggerEvent(Triggered,Started,Completed, …) on theEnhancedInputComponent, and read theFInputActionValuein the handler. - Verify in PIE; the Enhanced Input debugging console commands (
showdebug enhancedinput) show which actions trigger and their values.
Patterns
1. Add the mapping context (C++ Character)
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
if (APlayerController* PC = Cast<APlayerController>(GetController()))
if (ULocalPlayer* LP = PC->GetLocalPlayer())
if (auto* Subsystem = LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
Subsystem->AddMappingContext(DefaultMappingContext, /*Priority*/ 0);
}
// DefaultMappingContext is a UPROPERTY(EditAnywhere) TObjectPtr<UInputMappingContext>.2. Bind actions and read values
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);
}3. Blueprint equivalent (node flow)
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)Pitfalls
- No input at all — the mapping context was never added (
AddMappingContext), or the player has no Local Player yet. Add it after possession/BeginPlay. - Link/compile error binding in C++ —
"EnhancedInput"isn't inBuild.csPublicDependencyModuleNames. - WASD only moves on two keys / wrong axis — Axis2D needs Modifiers: Negate on the negative keys (A, S) and a Swizzle Input Axis Values on the vertical (W/S) so both axes map correctly. Raw bindings without modifiers misbehave.
- `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. - Action fires every frame unexpectedly —
Triggeredrepeats while held for a Down trigger; useStarted/Completedfor one-shots (jump press/release), or a Pressed/Tap trigger. - Two contexts fight — multiple mapping contexts stack by Priority; a higher-priority context can consume a key. Manage with priorities and
RemoveMappingContext.
References
- For a complete first-/third-person C++ Character with Enhanced Input (header + source, including look/jump and a control-rebind note), read
references/cpp-setup.md. - Primary docs: "Enhanced Input in Unreal Engine" (
https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine).
Related skills
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.
More from gamedev-skills
Use this skill in a project
Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input, and install it in one click.
