Agent skill

Ue Input System

by quodsoler in quodsoler/unreal-engine-skills

A skill your agent uses when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding.

MITAuto-check passedGame Development

Install Ue Input System

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-input-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-input-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-input-system .claude/skills/ue-input-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-input-system
GitHub stars
360
Token cost
~7.5k tokens
SKILL.md length
2,058 words
Files
2 (incl. references)
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding.

  • Wiring player input in Unreal C++ with Enhanced Input — input actions
  • SKILL.md covers Context, Setup, Input Assets and Binding Actions in C++, plus 15 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Mapping contexts

What it does

Ue Input System is an agent skill from quodsoler/unreal-engine-skills. Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI input modes and…

Its SKILL.md is about 7.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/input-action-reference.md`).

It sits in Game Development, covering Game development. It works with C++. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.

When your agent uses it

  • Wiring player input in Unreal C++ with Enhanced Input — input actions
  • Mapping contexts
  • Binding handlers and runtime key rebinding
  • The user mentions Enhanced Input

Example prompts

  • “Enhanced Input”
  • “UInputAction”
  • “UInputMappingContext”
  • “/ue-input-system”

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp, csharp and ini).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Ue Input System loads about 7.5k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 158 tokens; SKILL.md has 2,058 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~158
When it runs · the whole SKILL.md, loaded when a task matches
~7.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~18k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 2,058 words, ~7,452 tokens.

Download SKILL.mdSave it as .claude/skills/ue-input-system/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
ue-input-system
description
Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI input modes and CommonUI routing, see ue-ui-umg-slate; for PlayerController/Pawn possession, see ue-gameplay-framework.
metadata.version
2.0.0
metadata.engine
5.8

UE Input System

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Enhanced Input is the engine's only supported input path. It lives in the EnhancedInput plugin (Engine/Plugins/EnhancedInput, enabled by default in 5.8); add "EnhancedInput" to PublicDependencyModuleNames in your Build.cs, plus "InputCore" if you touch FKey/EKeys directly and "GameplayTags" if you use input-mode filtering or the user-settings failure-reason containers. The runtime pieces are UEnhancedPlayerInput, UEnhancedInputComponent, UEnhancedInputLocalPlayerSubsystem, the data assets UInputAction / UInputMappingContext, and UEnhancedInputUserSettings for player rebinding.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Plugin, module, ini setupSetup
Creating actions and mapping contextsInput Assets
Binding handlers in C++Binding Actions in C++
Which event to bind (Started vs Triggered vs Completed)Trigger Events
Hold, tap, double-tap, pulse, chordBuilt-in Triggers
Dead zones, sensitivity, WASD→2D, invert YBuilt-in Modifiers
Adding/removing contexts, priority, split-screenMapping Contexts and Priority
Enabling/disabling contexts by gameplay stateInput Mode Filtering
Player key rebinding, settings screens, savingRuntime Key Rebinding
Input on actors with no PlayerControllerInput Without a PlayerController
Per-platform mapping context swapsPer-Platform Input Data
Writing a new trigger or modifierCustom Triggers, Custom Modifiers
Menus, cursors, CommonUIUI Input Mode
Debug overlaysDebugging

Full per-class parameter tables live in references/input-action-reference.md.

Setup

csharp
// Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });

DefaultInput.ini — point the engine's default classes at Enhanced Input:

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

Enhanced Input project settings live on UEnhancedInputDeveloperSettings (Project Settings → Engine → Enhanced Input), written to DefaultInput.ini under [/Script/EnhancedInput.EnhancedInputDeveloperSettings]. Keys that change C++ behaviour: bEnableUserSettings, UserSettingsClass, DefaultPlayerMappableKeyProfileClass, InputSettingsSaveSlotName, bEnableWorldSubsystem, DefaultWorldInputClass, bEnableInputModeFiltering, DefaultMappingContextInputModeQuery, DefaultInputMode, bEnableDefaultMappingContexts, bSendTriggeredEventsWhenInputIsFlushed.

Input Assets

UInputAction : UDataAsset — one per logical player action. Properties that change C++ behaviour:

PropertyDefaultMeaning
ValueTypeEInputActionValueType::BooleanBoolean, Axis1D (float), Axis2D (FVector2D), Axis3D (FVector)
AccumulationBehaviorTakeHighestAbsoluteValueOr Cumulative — all mappings sum, so W + S cancel
bConsumeInputtrueBlocks lower-priority Enhanced Input mappings on the same keys
bConsumesActionAndAxisMappingsfalseAlso blocks legacy Action/Axis mappings on those keys
bReserveAllMappingsfalseMappings are not overridden by higher-priority contexts
bTriggerWhenPausedfalseAction fires while the game is paused
Triggers / ModifiersemptyAction-level, applied after the per-mapping ones
PlayerMappableKeySettingsnullptrUPlayerMappableKeySettings — makes the action rebindable

UInputMappingContext : UDataAsset — key-to-action bindings, added and removed as a set.

MemberNotes
DefaultKeyMappingsFInputMappingContextMappingData; read the array with GetMappings()
MappingProfileOverridesTMap<FString, FInputMappingContextMappingData> — per key-profile overrides
RegistrationTrackingModeUntracked (default) or CountRegistrations
InputModeFilterOptionsUseProjectDefaultQuery (default), UseCustomQuery, DoNotFilter
MapKey(Action, Key) / UnmapKey(Action, Key)Editor/config-screen helpers, not a runtime rebinding API
HasMappingForInputAction(Action)Search default and profile-override mappings

Each FEnhancedActionKeyMapping carries Action, Key, per-mapping Triggers, Modifiers, a SettingBehavior (EPlayerMappableKeySettingBehaviors: InheritSettingsFromAction, OverrideSettings, IgnoreSettings) and an optional PlayerMappableKeySettings override. Reach them with GetPlayerMappableKeySettings() and GetMappingName().

Binding Actions in C++

cpp
// MyCharacter.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

class UInputAction;
class UInputMappingContext;
struct FInputActionValue;

UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	virtual void BeginPlay() override;
	virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;

protected:
	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();
};
cpp
// MyCharacter.cpp
#include "MyCharacter.h"

#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputActionValue.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/PlayerController.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();

	APlayerController* PC = Cast<APlayerController>(GetController());
	if (UEnhancedInputLocalPlayerSubsystem* Subsystem =
			ULocalPlayer::GetSubsystemFromController<UEnhancedInputLocalPlayerSubsystem>(PC))
	{
		Subsystem->AddMappingContext(DefaultMappingContext, 0);
	}
}

void AMyCharacter::Move(const FInputActionValue& Value)
{
	const FVector2D Axis = Value.Get<FVector2D>();
	AddMovementInput(GetActorForwardVector(), Axis.Y);
	AddMovementInput(GetActorRightVector(), Axis.X);
}

void AMyCharacter::StartJump() { Jump(); }
void AMyCharacter::StopJump() { StopJumping(); }
Handler signatures

UEnhancedInputComponent::BindAction returns FEnhancedInputActionEventBinding& and accepts a member function matching one of three native delegate signatures, or a UFUNCTION by name:

SignatureHandler
FEnhancedInputActionHandlerSignaturevoid Handler()
FEnhancedInputActionHandlerValueSignaturevoid Handler(const FInputActionValue& Value)
FEnhancedInputActionHandlerInstanceSignaturevoid Handler(const FInputActionInstance& Instance)
FEnhancedInputActionHandlerDynamicSignatureBindAction(Action, Event, Object, FName("OnFirePressed"))

FInputActionInstance exposes GetValue(), GetTriggerEvent(), GetElapsedTime() (Started + Ongoing + Triggered), GetTriggeredTime() (Triggered only), GetLastTriggeredWorldTime(), GetTriggers(), GetModifiers() and GetSourceAction().

Lambdas and pollable values:

cpp
EIC->BindActionValueLambda(InteractAction, ETriggerEvent::Triggered,
	[this](const FInputActionValue& Value) { TryInteract(Value.Get<bool>()); });

EIC->BindActionInstanceLambda(ChargeAction, ETriggerEvent::Ongoing,
	[this](const FInputActionInstance& Instance) { SetChargeProgress(Instance.GetElapsedTime()); });

// No delegate — just reflects the current value, poll it from Tick
FEnhancedInputActionValueBinding& LookBinding = EIC->BindActionValue(LookAction);
const FVector2D LookAxis = LookBinding.GetValue().Get<FVector2D>();

Removing bindings:

cpp
FEnhancedInputActionEventBinding& Binding =
	EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyCharacter::StartJump);
const uint32 BindingHandle = Binding.GetHandle(); // uint32, EnhancedInputComponent.h:165

EIC->RemoveBindingByHandle(BindingHandle);   // one binding, later
EIC->ClearBindingsForObject(this);           // every binding owned by this object; ClearActionBindings() drops all

Trigger Events

ETriggerEvent is a bitmask (ENUM_CLASS_FLAGS) describing the trigger-state transitions seen this tick.

EventBitState transitionBind it for
Triggered1 << 0None→Triggered, Ongoing→Triggered, Triggered→TriggeredEvery active frame; continuous movement
Started1 << 1None→Ongoing, None→TriggeredFirst frame of evaluation; press-once actions
Ongoing1 << 2Ongoing→OngoingHeld but not yet triggered (charge build-up)
Canceled1 << 3Ongoing→NoneReleased before the trigger condition was met
Completed1 << 4Triggered→NoneRelease after triggering; stop continuous actions

Started always fires before Triggered when both occur on the same tick. Completed does not fire on a tick where any trigger on the action reports Ongoing — split press and release into two actions if you need both reliably.

Built-in Triggers

Per-class properties and defaults: references/input-action-reference.md.

ClassDisplay nameBehavior
UInputTriggerDownDownFires every frame the value is actuated (implicit default when an action has no triggers)
UInputTriggerPressedPressedOnce on first actuation; holding does not repeat
UInputTriggerReleasedReleasedOnce when the value drops below ActuationThreshold after actuation
UInputTriggerHoldHoldAfter HoldTimeThreshold seconds; bIsOneShot = false keeps firing
UInputTriggerHoldAndReleaseHold And ReleaseOn release, if held at least HoldTimeThreshold
UInputTriggerTapTapReleased within TapReleaseTimeThreshold
UInputTriggerRepeatedTapRepeated TapNumberOfTapsWhichTriggerRepeat taps, each gap under RepeatDelay
UInputTriggerPulsePulseEvery Interval seconds while held; TriggerLimit caps the count
UInputTriggerChordActionChorded ActionOnly while ChordAction is triggered; injects a UInputTriggerChordBlocker into lower-priority mappings of the same key

ETriggerType decides how triggers combine on one action: Explicit (at least one must fire), Implicit (all must fire), Blocker (blocks everything while IsBlocking returns true). ETriggerEventsSupported (None, Instant, Uninterruptible, Ongoing, All) declares which ETriggerEvents a trigger can ever produce.

Built-in Modifiers

Per-mapping modifiers run first, then the action-level Modifiers array; each group runs in array order.

ClassDisplay nameEffect
UInputModifierDeadZoneDead ZoneZero below LowerThreshold, remap to 1 at UpperThreshold; Type = Axial, Radial, UnscaledRadial
UInputModifierScalarScalarMultiply per axis by FVector Scalar
UInputModifierScaleByDeltaTimeScale By Delta TimeMultiply by frame DeltaTime
UInputModifierNegateNegateInvert the axes selected by bX / bY / bZ
UInputModifierSwizzleAxisSwizzle Input Axis ValuesReorder axes; Order defaults to EInputAxisSwizzle::YXZ
UInputModifierSmoothSmoothRolling average over recent samples
UInputModifierSmoothDeltaSmooth DeltaSmoothed normalized delta; SmoothingMethod, Speed, EasingExponent
UInputModifierResponseCurveExponentialResponse Curve - Exponentialsign(x) * pow(abs(x), CurveExponent) per axis
UInputModifierResponseCurveUserResponse Curve - User DefinedOne UCurveFloat per axis
UInputModifierFOVScalingFOV ScalingScale by camera FOV for constant angular speed across zoom
UInputModifierToWorldSpaceTo World Space2D axis → world space

WASD → Axis2D (AccumulationBehavior = Cumulative on the action):

  • W: Swizzle Input Axis Values (YXZ) → Y = +1
  • S: Swizzle Input Axis Values (YXZ) + Negate (bY) → Y = −1
  • D: none → X = +1
  • A: Negate (bX) → X = −1

Gamepad stick: Dead Zone (Radial, LowerThreshold = 0.2) on each stick mapping. Mouse look: Scalar(0.4, 0.4, 1.0), then Smooth, then FOV Scaling on the mapping.

Mapping Contexts and Priority

cpp
Subsystem->AddMappingContext(GameplayContext, 0);   // higher integer = higher priority
Subsystem->AddMappingContext(VehicleContext, 1);

FModifyContextOptions Options;
Options.bForceImmediately = true;     // rebuild now instead of at end of frame
Options.bNotifyUserSettings = true;   // register these mappings with UEnhancedInputUserSettings
Subsystem->AddMappingContext(MenuContext, 2, Options);

Subsystem->RemoveMappingContext(VehicleContext);
Subsystem->ClearAllMappings();

int32 FoundPriority = 0;
const bool bActive = Subsystem->HasMappingContext(GameplayContext, FoundPriority);
const FInputActionValue Current = Subsystem->GetPlayerInput()->GetActionValue(MoveAction);

FModifyContextOptions defaults: bIgnoreAllPressedKeysUntilRelease = true, bForceImmediately = false, bNotifyUserSettings = false. The first one already suppresses ghost inputs from keys held across a context switch — do not set it explicitly thinking it is opt-in; set it to false only when you deliberately want a held key to carry into the new context.

bConsumeInput = true on a UInputAction (the default) means a higher-priority context mapping the same physical key blocks every lower-priority binding of that key. Use priority plus bConsumeInput to keep modes apart — a vehicle context consuming Spacebar stops the character's Jump action firing while driving.

RegistrationTrackingMode on the IMC: Untracked (the first RemoveMappingContext wins, whatever the add count) or CountRegistrations (stays applied until removed as many times as it was added — use it when several systems share one IMC).

Each local player owns a separate UEnhancedInputLocalPlayerSubsystem, so split-screen contexts never leak between players. Fetch a specific player's subsystem with ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LocalPlayer) or ULocalPlayer::GetSubsystemFromController<UEnhancedInputLocalPlayerSubsystem>(PlayerController). Simulate input without a device with InjectInputForAction(Action, RawValue, Modifiers, Triggers) or InjectInputVectorForAction(Action, Value, Modifiers, Triggers).

Input Mode Filtering

Gate whole mapping contexts on a gameplay-tag state instead of adding and removing them. Requires bEnableInputModeFiltering on UEnhancedInputDeveloperSettings.

  • The subsystem holds the current mode: GetInputMode(), SetInputMode(Tags, Options), AppendTagsToInputMode, AddTagToInputMode, RemoveTagsFromInputMode, RemoveTagFromInputMode — all take an optional FModifyContextOptions.
  • Each UInputMappingContext chooses how it is matched via InputModeFilterOptions: UseProjectDefaultQuery (the project's DefaultMappingContextInputModeQuery), UseCustomQuery (the IMC's own InputModeQueryOverride), or DoNotFilter.
  • UEnhancedInputDeveloperSettings::DefaultInputMode seeds the mode on every new UEnhancedPlayerInput.
  • Contexts whose query fails stay registered but stop producing input, so priorities and registration counts are untouched.
cpp
Subsystem->SetInputMode(FGameplayTagContainer(MyGameplayTags::TAG_InputMode_Menu));
Show full SKILL.md (827 more words)Show less

Runtime Key Rebinding

UEnhancedInputUserSettings (UserSettings/EnhancedInputUserSettings.h) is the sanctioned rebinding path. It is a USaveGame, created per subsystem when bEnableUserSettings is on, and saved to the slot named by InputSettingsSaveSlotName.

cpp
#include "EnhancedInputSubsystems.h"
#include "UserSettings/EnhancedInputUserSettings.h"

void UMyRebindWidget::RebindKey(FName MappingName, const FKey& NewKey)
{
	UEnhancedInputLocalPlayerSubsystem* Subsystem =
		ULocalPlayer::GetSubsystemFromController<UEnhancedInputLocalPlayerSubsystem>(GetOwningPlayer());
	UEnhancedInputUserSettings* Settings = Subsystem ? Subsystem->GetUserSettings() : nullptr;
	if (!Settings)
	{
		return;
	}

	FMapPlayerKeyArgs Args;
	Args.MappingName = MappingName;
	Args.Slot = EPlayerMappableKeySlot::First;
	Args.NewKey = NewKey;

	FGameplayTagContainer FailureReason;
	Settings->MapPlayerKey(Args, FailureReason);
	if (FailureReason.IsEmpty())
	{
		Settings->SaveSettings();
	}
}

Register any IMC the settings UI must list — even one never added to the subsystem — with RegisterInputMappingContext(IMC); adding a context with bNotifyUserSettings = true does it for you. Read mappings back with FindMappingsInRow(MappingName) and FindCurrentMappingForSlot(MappingName, Slot), reset with ResetAllPlayerKeysInRow or ResetKeyProfileIdToDefault, and persist with SaveSettings() / AsyncSaveSettings(). Profile identifiers are FString, not FGameplayTag — ProfileIdString, GetProfileIdString(), GetActiveKeyProfileId(), GetKeyProfileWithId(), SetActiveKeyProfile().

An action or mapping is only rebindable if it carries a UPlayerMappableKeySettings (Name, DisplayName, DisplayCategory, Metadata, SupportedKeyProfileIds) — either on the UInputAction or on the FEnhancedActionKeyMapping with SettingBehavior = OverrideSettings. Full API and struct tables: references/input-action-reference.md.

Input Without a PlayerController

UEnhancedInputWorldSubsystem (Experimental in 5.8) lets actors that will never be possessed receive input delegates. Enable it with bEnableWorldSubsystem in UEnhancedInputDeveloperSettings.

cpp
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/World.h"

void AMyDoor::BeginPlay()
{
	Super::BeginPlay();

	// AddActorInputComponent reads AActor::InputComponent, created only for possessed actors.
	if (!InputComponent)
	{
		InputComponent = NewObject<UEnhancedInputComponent>(this, TEXT("DoorInputComponent"));
		InputComponent->RegisterComponent();
	}

	UEnhancedInputComponent* EIC = CastChecked<UEnhancedInputComponent>(InputComponent);
	EIC->BindAction(OpenAction, ETriggerEvent::Started, this, &AMyDoor::Open);

	if (UEnhancedInputWorldSubsystem* WorldInput =
			GetWorld()->GetSubsystem<UEnhancedInputWorldSubsystem>())
	{
		WorldInput->AddActorInputComponent(this);
		WorldInput->AddMappingContext(DoorContext, 0);
	}
}

Pair every AddActorInputComponent with RemoveActorInputComponent on EndPlay. The subsystem implements the same IEnhancedInputSubsystemInterface as the local-player one, so AddMappingContext, InjectInputForAction and friends behave identically — but it has no user settings and no local player.

Per-Platform Input Data

UEnhancedInputPlatformSettings (UPlatformSettings, UEnhancedInputPlatformSettings::Get()) holds an InputData array of UEnhancedInputPlatformData subclasses. Each one defines MappingContextRedirects, a TMap swapping one UInputMappingContext for another on that platform; GetContextRedirect(Context) returns the replacement or the original. Use it to substitute a touch or console context without branching in gameplay code. Calling Get() needs DeveloperSettings in Build.cs (it inlines a UPlatformSettingsManager call).

Custom Triggers

Subclass UInputTrigger and override UpdateState_Implementation, returning ETriggerState::None, Ongoing or Triggered.

cpp
// MyDoubleClickTrigger.h
#pragma once

#include "EnhancedPlayerInput.h"
#include "Engine/World.h"
#include "InputTriggers.h"
#include "MyDoubleClickTrigger.generated.h"

UCLASS(EditInlineNew, meta = (DisplayName = "Double Click"))
class MYGAME_API UMyDoubleClickTrigger : public UInputTrigger
{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Settings")
	float DoubleClickThreshold = 0.3f;

protected:
	virtual ETriggerType GetTriggerType_Implementation() const override { return ETriggerType::Explicit; }

	virtual ETriggerState UpdateState_Implementation(
		const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime) override
	{
		const bool bActuated = IsActuated(ModifiedValue);
		const float Now = PlayerInput->GetWorld()->GetTimeSeconds();

		ETriggerState Result = ETriggerState::None;
		if (bActuated && !bWasActuated)
		{
			if ((Now - LastPressTime) <= DoubleClickThreshold)
			{
				LastPressTime = 0.f;
				Result = ETriggerState::Triggered;
			}
			else
			{
				LastPressTime = Now;
			}
		}

		bWasActuated = bActuated;
		return Result;
	}

private:
	float LastPressTime = 0.f;
	bool bWasActuated = false;
};

IsActuated(Value) is Value.GetMagnitudeSq() >= ActuationThreshold * ActuationThreshold. For time-based triggers derive from UInputTriggerTimedBase, which transitions to Ongoing on actuation and gives you HeldDuration plus CalculateHeldDuration(PlayerInput, DeltaTime) and bAffectedByTimeDilation. Override IsBlocking(const ETriggerState State) const for blockers and GetDebugState() const for the debug HUD. If your trigger keeps state across mapping rebuilds, override ReceiveTriggerReinstanced_Implementation(const UInputTrigger* OldTrigger) and call Super.

Custom Modifiers

Subclass UInputModifier and override:

cpp
virtual FInputActionValue ModifyRaw_Implementation(
	const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;

The returned value is converted back to the action's ValueType before further processing, so you may return any shape internally — FInputActionValue(CurrentValue.GetValueType(), Vector) preserves it. Override GetVisualizationColor_Implementation(FInputActionValue SampleValue, FInputActionValue FinalValue) const to control the debug overlay colour. Worked example: references/input-action-reference.md.

UI Input Mode

Without CommonUI, switch modes on the PlayerController with SetInputMode(FInputModeUIOnly()), SetInputMode(FInputModeGameAndUI()) or SetInputMode(FInputModeGameOnly()).

CommonUI routes input through UCommonActivatableWidget stacks and removes most manual SetInputMode calls. Enhanced Input and Common Input are unified: turn on UCommonInputSettings::bEnableEnhancedInputSupport (Project Settings → Game → Common Input; requires a restart) and CommonUI's click and back actions become UInputAction assets — UCommonUIInputData::EnhancedInputClickAction and EnhancedInputBackAction — instead of data-table rows. Widget stacks, activatable widgets and input configs belong to ue-ui-umg-slate.

Debugging

ShowDebug EnhancedInput prints the applied mapping contexts, each action's value and trigger state, and each trigger's GetDebugState(). ShowDebug WorldSubsystemInput does the same for UEnhancedInputWorldSubsystem; ShowDebug InputSettings dumps the developer settings; LogWorldSubsystemInput at VeryVerbose logs every key the world subsystem processes.

Deprecated — do not use

Do not emitUse in 5.8Source
UInputTriggerComboNo replacement — build the sequence from UInputTriggerChordAction, timers, or a state machineUE_DEPRECATED(5.8) in InputTriggers.h:571
FInputComboStepData, FInputCancelActionNo replacementUE_DEPRECATED(5.8) in InputTriggers.h:530,551
FEnhancedInputKeys::ComboKeyNo replacementUE_DEPRECATED(5.8) in EnhancedInputModule.h:20
UInputMappingContext::MappingsDefaultKeyMappings / GetMappings()UE_DEPRECATED(5.7) in InputMappingContext.h:93
UEnhancedInputPlatformSettings::LoadInputDataClasses(), InputDataClassesGetInputData() / ForEachInputData()UE_DEPRECATED(5.7) in EnhancedInputPlatformSettings.h:77,88
UEnhancedPlayerInput::GetAppliedInputContexts()GetAppliedInputContextData()UE_DEPRECATED(5.6) in EnhancedPlayerInput.h:175
FMapPlayerKeyArgs::ProfileId (FGameplayTag), SetKeyProfile(FGameplayTag), GetCurrentKeyProfile(), GetCurrentKeyProfileIdentifier(), GetAllSavedKeyProfiles(), GetKeyProfileWithIdentifier(), ResetKeyProfileToDefault(FGameplayTag), GetProfileIdentifer()ProfileIdString (FString), SetActiveKeyProfile(FString), GetActiveKeyProfile(), GetActiveKeyProfileId(), GetAllAvailableKeyProfiles(), GetKeyProfileWithId(), ResetKeyProfileIdToDefault(FString), GetProfileIdString()UE_DEPRECATED(5.6) in UserSettings/EnhancedInputUserSettings.h:86,706,730,722,754,776,673,327
UPlayerMappableKeySettings::SupportedKeyProfilesSupportedKeyProfileIds (TArray<FString>)UE_DEPRECATED(5.6) in PlayerMappableKeySettings.h:62
UEnhancedInputDeveloperSettings::bShouldLogAllWorldSubsystemInputsLogWorldSubsystemInput at VeryVerboseUE_DEPRECATED(5.6) in EnhancedInputDeveloperSettings.h:150
UPlayerMappableInputConfigUEnhancedInputUserSettingsUE_DEPRECATED(5.3) in PlayerMappableInputConfig.h:23
UInputComponent::BindAxis, BindAction(FName, EInputEvent, Object, Func), BindAxisKey, BindVectorAxis, BindKey, BindTouch, BindGestureUEnhancedInputComponent::BindAction(UInputAction*, ETriggerEvent, Object, Func)= delete on UEnhancedInputComponent, EnhancedInputComponent.h:613-634

Common Mistakes

Adding the mapping context in SetupPlayerInputComponent: that call can run before the controller and local player are resolved. Add contexts in BeginPlay, OnPossess/PossessedBy, or a PlayerControllerChanged handler.

Setting bIgnoreAllPressedKeysUntilRelease = true "to be safe": it is already the default on FModifyContextOptions. Only touch it to set false.

Binding Triggered for a button press: Triggered fires every active frame. Use Started for press-once and Completed for release.

Expecting Completed alongside Ongoing: Completed is suppressed on any tick where a trigger reports Ongoing. Split into two actions with their own triggers.

No dead zone on sticks: analog sticks rest at non-zero. Add Dead Zone (Radial) to every stick mapping.

Missing swizzle for WASD: a keyboard key produces a 1D value on X. Without Swizzle Input Axis Values (YXZ) on W and S, forward/back never reaches the Y component of an Axis2D action.

Calling MapKey/UnmapKey for player rebinding: those mutate the IMC asset and are editor/config helpers. Use UEnhancedInputUserSettings::MapPlayerKey instead, and pass bNotifyUserSettings = true when adding contexts you want listed in a rebinding UI.

Replicating trigger events: input is client-local. Replicate the result — movement input, ability activation — never the ETriggerEvent.

Legacy binding on a UEnhancedInputComponent: BindAxis and the FName BindAction overloads are = delete and fail to compile. Migrate them rather than defining ENHANCED_INPUT_ALLOW_LEGACY_BINDING=1.

  • ue-gameplay-framework — APlayerController, possession, SetupPlayerInputComponent lifecycle
  • ue-ui-umg-slate — CommonUI activatable-widget stacks, input configs, cursor and focus
  • ue-character-movement — consuming FInputActionValue through AddMovementInput
  • ue-gameplay-abilities — activating abilities from input, UAbilitySystemComponent input IDs
  • ue-actor-component-architecture — UActorComponent/UInputComponent ownership, EnableInput, component-owned input
  • Also relevant: ue-cpp-foundations, ue-game-features, ue-gameplay-cameras, ue-mover

© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/ue-input-system of quodsoler/unreal-engine-skills.

  • SKILL.md
  • references/input-action-reference.md

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Ue Input System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Ue Input System compared with similar skills
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Ue Input System this skillquodsoler/unreal-engine-skills360—~7.5kAutomated safety check: PassMIT
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Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT
Gdextension Hygienemicrosoft/XBOX-Godot-Sample237—~983Automated safety check: PassMIT
Unreal Large Blueprint AnalysisItalink/UnrealClientProtocol127—~2.6kAutomated safety check: PassMIT
Beehavejame581/GodotPrompter799—~2.8kAutomated safety check: PassMIT

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Works with

Questions about Ue Input System

What does Ue Input System do?

A skill your agent uses when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Ue Input System is an agent skill from quodsoler/unreal-engine-skills. Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding.

When should I use Ue Input System?

Ue Input System fits situations like: wiring player input in Unreal C++ with Enhanced Input — input actions; mapping contexts; binding handlers and runtime key rebinding; the user mentions Enhanced Input.

How do I install Ue Input System in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-input-system -a claude-code`. Or copy the skill folder (skills/ue-input-system in quodsoler/unreal-engine-skills) into .claude/skills/ue-input-system in your project. Claude Code loads it when a task matches its description.

How do I install Ue Input System in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-input-system -a codex`. Or copy the skill folder (skills/ue-input-system in quodsoler/unreal-engine-skills) into .agents/skills/ue-input-system in your project. Codex loads it when a task matches its description.

Can I use Ue Input System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-input-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-input-system, .gemini/skills/ue-input-system, .github/skills/ue-input-system and .opencode/skills/ue-input-system in your project.

What does Ue Input System need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Input System is instructions for the agent only.

Does Ue Input System access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Ue Input System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Ue Input System use?

Ue Input System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Ue Input System use?

About 7.5k tokens (SKILL.md is roughly 30k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 10k tokens, read only when the agent opens those files.

What are the alternatives to Ue Input System?

Skills that share tags, products or a category with Ue Input System: Validate Gsdk (PlayFab/gsdk, 170 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Gdextension Hygiene (microsoft/XBOX-Godot-Sample, 237 stars) and Unreal Large Blueprint Analysis (Italink/UnrealClientProtocol, 127 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Input System?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 360 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.