Unreal Enhanced Input
SkillAI & modelsThis skill guides your AI to set up player controls in Unreal Engine 5 using Enhanced Input. Once added, your AI can create Input Actions and Mapping Contexts, then wire up movement, look, and jump input for your game. It supports binding those actions in either C++ or Blueprints.
Available today. Use it from your connected AI after setup.
No other account needed.
Add the skill, then ask your AI to set up the controls you need, such as movement, look, or jump. It will create the required input assets and bind the actions for you.
Then ask your AI: use the Unreal Enhanced Input skill
What your AI can do with it
- Create IA_ Input Action and IMC_ Mapping Context assets
- Wire up movement, look, and jump input
- Apply input modifiers and triggers
- Add a mapping context so controls take effect
- Bind actions by trigger event in C++ or Blueprints
What this skill tells your AI
The instructions your AI receives, as published by gamedev-skills/awesome-gamedev-agent-skills in skills/unreal/unreal-enhanced-input/SKILL.md and read by ahel’s review.
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 theGet<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.
Signals
- GitHub stars
- 967
- Forks
- 76
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
unreal-enhanced-input- Source
- github.com/gamedev-skills/awesome-gamedev-agent-skills