quodsoler/unreal-engine-skills2 files

Ue Input System

Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.

Specification
Skill ID
quodsoler/unreal-engine-skills/ue-input-system
Publisher
quodsoler
Repository
unreal-engine-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.

quodsoler/unreal-engine-skills/ue-input-systemInstalls these files
  • SKILL.md
  • references/input-action-reference.md

What this skill tells the agent

UE Enhanced Input System

You are an expert in Unreal Engine's Enhanced Input system.

Context Check

Read .agents/ue-project-context.md before proceeding. Confirm:

  • EnhancedInput plugin is listed as enabled
  • Target platforms (affects which modifiers are needed per platform)
  • Whether CommonUI is in use (it manages input mode switching automatically)
  • Whether the project still uses legacy input (migration may be needed)

Information Gathering

Ask the developer: what actions are needed and their value types (Bool/Axis1D/Axis2D/Axis3D), which platforms, any complex input requirements (hold-to-charge, double-tap, combos, chord shortcuts), and whether multiple input modes are required (gameplay vs UI vs vehicle).


Enhanced Input Setup

Plugin and Module

.uproject: add { "Name": "EnhancedInput", "Enabled": true } to Plugins.

Build.cs: add "EnhancedInput" to PublicDependencyModuleNames.

DefaultInput.ini:

[/Script/Engine.InputSettings]
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent

UInputAction Asset

UInputAction : UDataAsset. Create one per logical player action. Key properties (from InputAction.h):

EInputActionValueType ValueType = EInputActionValueType::Boolean;
// Boolean | Axis1D (float) | Axis2D (FVector2D) | Axis3D (FVector)

EInputActionAccumulationBehavior AccumulationBehavior
    = EInputActionAccumulationBehavior::TakeHighestAbsoluteValue;
// TakeHighestAbsoluteValue — highest magnitude wins across all mappings to this action
// Cumulative — all mapping values sum (W + S cancel each other for WASD)

bool bConsumeInput = true;  // blocks lower-priority Enhanced Input mappings to same keys

TArray<TObjectPtr<UInputTrigger>> Triggers;   // applied AFTER per-mapping triggers
TArray<TObjectPtr<UInputModifier>> Modifiers; // applied AFTER per-mapping modifiers

UInputMappingContext Asset

UInputMappingContext : UDataAsset. Maps physical keys to actions.

  • DefaultKeyMappings.Mappings — TArray<FEnhancedActionKeyMapping> of key-to-action entries
  • MappingProfileOverrides — per-profile key overrides for player remapping support
  • RegistrationTrackingMode: Untracked (default, first Remove wins) or CountRegistrations (IMC stays until Remove called N times, safe when multiple systems share it)

Binding Actions in C++

SetupPlayerInputComponent

// MyCharacter.h — declare assets and handlers
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputMappingContext> DefaultMappingContext;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> MoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> JumpAction;

void Move(const FInputActionValue& Value);
void StartJump();
void StopJump();
// MyCharacter.cpp
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);
    UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(PlayerInputComponent);
    if (!EIC) { return; }

    EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
    EIC->BindAction(JumpAction, ETriggerEvent::Started,   this, &AMyCharacter::StartJump);
    EIC->BindAction(JumpAction, ETriggerEvent::Completed, this, &AMyCharacter::StopJump);
}

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    if (APlayerController* PC = Cast<APlayerController>(GetController()))
    {
        if (auto* Sub = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(
                PC->GetLocalPlayer()))
        {
            Sub->AddMappingContext(DefaultMappingContext, 0); // priority 0 = lowest
        }
    }
}

Callback Signatures

BindAction accepts four delegate signatures:

// No params — press/release without value needed
void AMyCharacter::StartJump() { Jump(); }

// FInputActionValue — for axis values
void AMyCharacter::Move(const FInputActionValue& Value)
{
    const FVector2D Input = Value.Get<FVector2D>();
    AddMovementInput(GetActorForwardVector(), Input.Y);
    AddMovementInput(GetActorRightVector(),   Input.X);
}

// FInputActionInstance — when elapsed/triggered time is needed
void AMyCharacter::OnChargeAttack(const FInputActionInstance& Instance)
{
    const float HeldFor = Instance.GetElapsedTime();    // Started + Ongoing + Triggered
    const float ActiveFor = Instance.GetTriggeredTime(); // Triggered only
}

// Lambda variant
EIC->BindActionValueLambda(InteractAction, ETriggerEvent::Triggered,
    [this](const FInputActionValue& Value) { TryInteract(); });

Storing and removing a binding:

FEnhancedInputActionEventBinding& B =
    EIC->BindAction(DebugAction, ETriggerEvent::Started, this, &AMyCharacter::DebugToggle);
uint32 Handle = B.GetHandle();
// ...
EIC->RemoveBindingByHandle(Handle);        // remove one binding
EIC->ClearBindingsForObject(this);         // remove all bindings for an object

Trigger Events (ETriggerEvent)

Bitmask enum from InputTriggers.h:

EventState TransitionUse for
StartedNone -> Ongoing/TriggeredFirst frame of input; press-once actions
Triggered*->Triggered, Triggered->TriggeredEvery active frame; continuous movement
OngoingOngoing->OngoingHeld but not yet triggered (charge build-up)
CanceledOngoing->NoneReleased before trigger threshold
CompletedTriggered->NoneInput released after triggering; stop continuous actions

Note: Completed does not fire if any trigger on the same action reports Ongoing that frame.


Built-in Triggers

Full parameter listings in references/input-action-reference.md.

ClassNameBehavior
UInputTriggerDownDownEvery frame input exceeds threshold (implicit default)
UInputTriggerPressedPressedOnce on first actuation; holding does not repeat
UInputTriggerReleasedReleasedOnce when input drops below threshold after actuation
UInputTriggerHoldHoldAfter HoldTimeThreshold s; bIsOneShot=false repeats every frame
UInputTriggerHoldAndReleaseHold And ReleaseOn release after holding HoldTimeThreshold s
UInputTriggerTapTapReleased within TapReleaseTimeThreshold s
UInputTriggerRepeatedTapRepeated TapN taps within RepeatDelay (NumberOfTapsWhichTriggerRepeat=2 for double-tap)
UInputTriggerPulsePulseRepeatedly at Interval s while held; optional TriggerLimit
UInputTriggerChordActionChorded ActionOnly fires while ChordAction is active (Implicit type; auto-blocks solo key)
UInputTriggerComboCombo (Beta)All ComboActions completed in order within TimeToPressKey windows

Trigger type rules for multi-trigger evaluation: Explicit (default, at least one must fire), Implicit (all must fire), Blocker (blocks everything if active).


Built-in Modifiers

Applied in array order. Mapping-level modifiers run before action-level modifiers.

ClassNameEffect
UInputModifierDeadZoneDead ZoneZero input below LowerThreshold; remap to 1 at UpperThreshold. Types: Axial, Radial, UnscaledRadial
UInputModifierScalarScalarMultiply per axis by FVector Scalar
UInputModifierScaleByDeltaTimeScale By Delta TimeMultiply by frame DeltaTime
UInputModifierNegateNegateInvert selected axes (bX, bY, bZ)
UInputModifierSwizzleAxisSwizzle Input Axis ValuesReorder axes; YXZ (default) swaps X/Y — maps 1D key onto Y of Axis2D action
UInputModifierSmoothSmoothRolling average over recent samples

Use this skill in a project

Open any RiverX project, search the Skills panel for quodsoler/unreal-engine-skills/ue-input-system, and install it in one click.

Use this skill