/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
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/unreal-enhanced-input
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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
SKILL.md
unreal-enhanced-input.SKILL.mdname: 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.
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 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`.
Core workflow
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.
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 in `Build.cs`
`PublicDependencyModuleNames`.
- **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** — `Triggered` repeats while held for a Down trigger;
use `Started`/`Completed` for 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.
Read more
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.
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 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`.
Core workflow
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.
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 in `Build.cs`
`PublicDependencyModuleNames`.
- **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** — `Triggered` repeats while held for a Down trigger;
use `Started`/`Completed` for 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.
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