Agent skill

Unreal Enhanced Input

by ukanwat in ukanwat/overtime

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.

Apache-2.0Auto-check passedGame Development

Install Unreal Enhanced Input

skills CLI
$ npx skills add ukanwat/overtime --skill unreal-enhanced-input -a claude-code

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

GitHub CLI
$ gh skill install ukanwat/overtime unreal-enhanced-input --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/unreal-enhanced-input .claude/skills/unreal-enhanced-input && 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
unreal-enhanced-input
GitHub stars
387
Used in
1 other repo
Token cost
~1.5k tokens
SKILL.md length
465 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

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.

  • Works in 3 steps: Add the mapping context (C++ Character) → Bind actions and read values → Blueprint equivalent (node flow)
  • Wiring movement/look/jump input
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Reaches dev.epicgames.com

What it does

Unreal Enhanced Input is an agent skill from ukanwat/overtime. 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.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/cpp-setup.md`). Compatibility notes: Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system)

It sits in Game Development, covering Game development. It works with C++ and Unreal Engine. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • Wiring movement/look/jump input
  • Creating IA/IMC assets
  • The user mentions Enhanced Input
  • Input Mapping Context

Example prompts

  • “/unreal-enhanced-input”

Requirements

  • Compatibility (from SKILL.md): Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system)

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Add the mapping context (C++ Character)
  2. Bind actions and read values
  3. Blueprint equivalent (node flow)

What it can do on your machine

Read from SKILL.md and the folder at commit 2f4ac6b. 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).

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

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • dev.epicgames.com

    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.

  • Compatibility

    Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system)

    From compatibility in the SKILL.md frontmatter.

Context cost

Unreal Enhanced Input loads about 1.5k tokens when it runs, and up to ~2.6k if it reads all its reference files. Until then it costs about 104 tokens; SKILL.md has 465 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~104
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.6k

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 ukanwat/overtime at commit 2f4ac6b, republished under its Apache-2.0 licence (© ukanwat). 465 words, ~1,538 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-enhanced-input/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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.
compatibility
Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system)
license
Apache-2.0
metadata.engine
unreal
metadata.category
unreal
metadata.difficulty
intermediate

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 5.4+ (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)
cpp
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
cpp
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)
text
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)
Show full SKILL.md (189 more words)Show less

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).
  • 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.

© ukanwat, Apache-2.0. 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 .claude/skills/unreal-enhanced-input of ukanwat/overtime.

  • SKILL.md
  • references/cpp-setup.md

Open the folder on GitHubat commit 2f4ac6b

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Unreal Enhanced Input 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.

Unreal Enhanced Input compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Enhanced Input this skillukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0
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Unreal Actor-Component Architecturequodsoler/unreal-engine-skills362—~7.5kAutomated safety check: PassMIT
Unreal Engine Animation Systemquodsoler/unreal-engine-skills362—~7kAutomated safety check: PassMIT
Unreal Engine Async and Threadingquodsoler/unreal-engine-skills362—~8kAutomated safety check: PassMIT
Unreal Blueprint and C++ Interopquodsoler/unreal-engine-skills362—~7.8kAutomated safety check: PassMIT

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Questions about Unreal Enhanced Input

What does Unreal Enhanced Input do?

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. Unreal Enhanced Input is an agent skill from ukanwat/overtime. 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.

When should I use Unreal Enhanced Input?

Unreal Enhanced Input fits situations like: wiring movement/look/jump input; creating IA/IMC assets; the user mentions Enhanced Input; input Mapping Context.

How do I install Unreal Enhanced Input in Claude Code?

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

How do I install Unreal Enhanced Input in Codex?

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

Can I use Unreal Enhanced Input 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 ukanwat/overtime --skill unreal-enhanced-input -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-enhanced-input, .gemini/skills/unreal-enhanced-input, .github/skills/unreal-enhanced-input and .opencode/skills/unreal-enhanced-input in your project.

What does Unreal Enhanced Input need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Enhanced Input is instructions for the agent only. Compatibility (from SKILL.md): Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system).

Does Unreal Enhanced Input access the network?

SKILL.md names 1 domain. In commands or code: dev.epicgames.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Unreal Enhanced Input 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 Unreal Enhanced Input use?

Unreal Enhanced Input is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Enhanced Input use?

About 1.5k tokens (SKILL.md is roughly 6.2k 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 1.1k tokens, read only when the agent opens those files.

What are the alternatives to Unreal Enhanced Input?

Skills that share tags, products or a category with Unreal Enhanced Input: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 362 stars), Unreal Engine Animation System (quodsoler/unreal-engine-skills, 362 stars) and Unreal Engine Async and Threading (quodsoler/unreal-engine-skills, 362 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Enhanced Input?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 10, 2026.

Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.