ue-input-system
Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad',
By quodsoler · 849 installs
npx skills add quodsoler/unreal-engine-skills --skill ue-input-system
Source repository · Upstream listing
UE Enhanced Input System
You are an expert in Unreal Engine's Enhanced Input system.
Context Check
Read .agents/ue project context.md before proceeding. Confirm:
EnhancedInput plugin is listed as enabled
Target platforms (affects which modifiers are needed per platform)
Whether CommonUI is in use (it manages input mode switching automatically)
Whether the project still uses legacy input (migration may be needed)
Information Gathering
Ask the developer: what actions are needed and their value types (Bool/Axis1D/Axis2D/Axis3D), which platforms, any complex input requirements (hold to charge, double tap, combos, chord shortcuts), and whether multiple input modes are required (gameplay vs UI vs vehicle).
Enhanced Input Setup
Plugin and Module
.uproject : add { "Name": "EnhancedInput", "Enabled": true } to Plugins.
Build.cs : add "EnhancedInput" to PublicDependencyModuleNames .
DefaultInput.ini :
UInputAction Asset
UInputAction : UDataAsset . Create one per logical player action. Key properties (from InputAction.h ):
UInputMappingContext Asset
UInputMappingContext : UDataAsset . Maps physical keys to actions.
DefaultKeyMappings.Mappings — TArray<FEnhancedActionKeyMapping of key to action entries
MappingProfileOverrides — per profile key overrides for player remapping support
RegistrationTrackingMode : Untracked (default, first Remove wins) or CountRegistrations (IMC stays until Remove called N times, safe when multiple systems share it)
Binding Actions in C++
SetupPlayerInputComponent
Callback Signatures
BindAction accepts four delegate signatures:
Storing and removing a binding:
Trigger Events (ETriggerEvent)
Bitmask enum from InputTriggers.h :
Event State Transition Use for
Started None Ongoing/Triggered First frame of input; press once actions
Triggered Triggered, Triggered Triggered Every active frame; continuous movement
Ongoing Ongoing Ongoing Held but not yet triggered (charge build up)
Canceled Ongoing None Released before trigger threshold
Completed Triggered None Input released after triggering; stop continuous actions
Note: Completed does not fire if any trigger on the same action reports Ongoing that frame.
Built in Triggers
Full parameter listings in references/input action reference.md .
Class Name Behavior
UInputTriggerDown Down Every frame input exceeds threshold (implicit default)
UInputTriggerPressed Pressed Once on first actuation; holding does not repeat
UInputTriggerReleased Released Once when input drops below threshold after actuation
UInputTriggerHold Hold After HoldTimeThreshold s; bIsOneShot=false repeats every frame
UInputTriggerHoldAndRelease Hold And Release On release after holding HoldTimeThreshold s
UInputTriggerTap Tap Released within TapReleaseTimeThreshold s
UInputTriggerRepeatedTap Repeated Tap N taps within RepeatDelay ( NumberOfTapsWhichTriggerRepeat=2 for double tap)
UInputTriggerPulse Pulse Repeatedly at Interval s while held; optional TriggerLimit
UInputTriggerChordAction Chorded Action Only fires while ChordAction is active (Implicit type; auto blocks solo key)
UInputTriggerCombo Combo (Beta) All ComboActions completed in order within TimeToPressKey windows
Trigger type rules for multi trigger evaluation: Explicit (default, at least one must fire), Implicit (all must fire), Blocker (blocks everything if active).
Built in Modifiers
Applied in array order. Mapping level modifiers run before action level modifiers.
Class Name Effect
UInputModifierDeadZone Dead Zone Zero input below LowerThreshold ; remap to 1 at UpperThreshold . Types: Axial, Radial, UnscaledRadial
UInputModifierScalar Scalar Multiply per axis by FVector Scalar
UInputModifierScaleByDeltaTime Scale By Delta Time Multiply by frame DeltaTime
UInputModifierNegate Negate Invert selected axes ( bX , bY , bZ )
UInputModifierSwizzleAxis Swizzle Input Axis Values Reorder axes; YXZ (default) swaps X/Y — maps 1D key onto Y of Axis2D action
UInputModifierSmooth Smooth Rolling average over recent samples
UInputModifierSmoothDelta Smooth Delta Smoothed normalized delta; configurable interpolation ( Lerp , Interp To , ease curves)
UInputModifierResponseCurveExponential Response Curve Exponential sign(x) x ^CurveExponent per axis
UInputModifierResponseCurveUser Response Curve User Defined Separate UCurveFloat per axis
UInputModifierFOVScaling FOV Scaling Scale by camera FOV for consistent angular speed across zoom levels
UInputModifierToWorldSpace To World Space 2D axis world space (up/down = world X, left/right = world Y)
WASD Axis2D recipe ( AccumulationBehavior = Cumulative ):
W : SwizzleAxis(YXZ) → Y=+1
S : SwizzleAxis(YXZ) + Negate(bY) → Y= 1
D : none → X=+1
A : Negate(bX) → X= 1
Gamepad stick : DeadZone(Radial, LowerThreshold=0.2) per stick mapping.
Mouse look : [Scalar(0.4,0.4,1), Smooth, FOVScaling] per mapping.
Mapping Context Priority
When bConsumeInput = true on a UInputAction (the default), a higher priority context that maps the same physical key will consume it, blocking all lower priority bindings to that key from firing. This is intentional: use priority layering and bConsumeInput together to prevent input conflicts between modes (e.g., a vehicle context consuming Spacebar so the character's Jump action never fires while driving).
Split Screen / Multiple Local Players
In split screen, each local player has their own UEnhancedInputLocalPlayerSubsystem . Mapping contexts are per player — adding a context to one player's subsystem does not affect others. To target a specific player, retrieve their subsystem directly from their ULocalPlayer :
Custom Triggers
Subclass UInputTrigger ; override UpdateState Implementation returning ETriggerState::None / Ongoing / Triggered :
UInputTriggerTimedBase provides HeldDuration and CalculateHeldDuration for time based triggers.
Custom Modifiers
Subclass UInputModifier ; override ModifyRaw Implementation :
Common Mistakes
Mapping context not added : Add via subsystem in BeginPlay /after Possess , not in SetupPlayerInputComponent (called earlier on some paths).
Legacy binding on UEnhancedInputComponent : BindAction(FName,...) and BindAxis are = delete . Compile error. Set DefaultInputComponentClass in DefaultInput.ini .
Triggered for a button press : Triggered fires every active frame. Use Started for press once, Completed for release.
Completed not firing with Ongoing : If any trigger reports Ongoing that frame, Completed is suppressed. Use separate actions for clean press/release events.
No dead zone on gamepad sticks : Sticks produce non zero resting values. Always add DeadZone(Radial) per stick mapping.
Missing SwizzleAxis for WASD to 2D : Keyboard produces 1D. Without SwizzleAxis(YXZ) on W/S, forward/backward stays on X and is ignored by Axis2D forward movement.
Replicating input actions : Input is client local. Replicate results (movement, ability activation), not trigger events.
MapKey/UnmapKey at runtime for rebinding : These are editor/config screen helpers. Use subsystem player mappable key APIs or swap contexts instead.
Wrong trigger type for intent : Using Down when Hold is needed, or Triggered when Started is needed. Match trigger type to the interaction pattern: Started for single press, Triggered for continuous, Hold for delayed activation.
Legacy Input Migration
To migrate from the legacy input system to Enhanced Input: search for InputComponent BindAction and InputComponent BindAxis calls and replace each with UEnhancedInputComponent::BindAction . Create a UInputAction data asset for every old action name, choosing the appropriate ValueType (Boolean for buttons, Axis1D for single axis, Axis2D for stick/WASD). Create a UInputMappingContext asset and add key mappings corresponding to the old DefaultInput.ini ActionMappings / AxisMappings entries. Set DefaultInputComponentClass in DefaultInput.ini and enable the EnhancedInput plugin.
UI Input Mode
Without CommonUI, manage input modes manually via APlayerController::SetInputMode() :
CommonUI automates input routing through UCommonActivatableWidget stacks and eliminates most manual SetInputMode calls — see ue ui umg slate .
Related Skills
ue gameplay framework — PlayerController input lifecycle, Possess / UnPossess , SetupPlayerInputComponent
ue ui umg slate — SetInputMode(FInputModeUIOnly()) / FInputModeGameAndUI() , cursor visibility, CommonUI UCommonActivatableWidget stacks
ue gameplay abilities — binding Enhanced Input actions to GAS ability activation via input ID tags