ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unreal-enhanced-inputContext preview
The summary Claude sees to decide when to auto-load this skill.
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
name: unreal-enhanced-input description: > 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.
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).
Mapping Context (`IMC_`) assets, applying modifiers/triggers, adding a mapping context to a player, or binding actions in C++ or Blueprints.
**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`.
1. **Enable the module/plugin.** Enhanced Input is on by default in UE5; for C++ binding add `"EnhancedInput"` to `PublicDependencyModuleNames` in `*.Build.cs`. 2. **Create Input Actions (`IA_`).** Each has a **Value Type**: `Digital (bool)` for buttons, `Axis1D (float)` for triggers, `Axis2D (Vector2D)` for movement/look. 3. **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. 4. **Add the mapping context to the player** via the `EnhancedInputLocalPlayerSubsystem` (`AddMappingContext(IMC, Priority)`), usually in `BeginPlay`/possession. 5. **Bind actions** to handlers by `ETriggerEvent` (`Triggered`, `Started`, `Completed`, …) on the `EnhancedInputComponent`, and read the `FInputActionValue` in the handler. 6. **Verify** in PIE; the Enhanced Input debugging console commands (`showdebug enhancedinput`) show which actions trigger and their values.
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>.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)
player has no Local Player yet. Add it after possession/`BeginPlay`.
`PublicDependencyModuleNames`.
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.
not Axis2D. Match the `Get<T>()` to the action's Value Type.
use `Started`/`Completed` for one-shots (jump press/release), or a Pressed/Tap trigger.
context can consume a key. Manage with priorities and `RemoveMappingContext`.
including look/jump and a control-rebind note), read `references/cpp-setup.md`.
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`).
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