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', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.

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Install skill "ue-input-system" with this command: npx skills add quodsoler/unreal-engine-skills/quodsoler-unreal-engine-skills-ue-input-system

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:

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

UInputAction Asset

UInputAction : UDataAsset. Create one per logical player action. Key properties (from InputAction.h):

EInputActionValueType ValueType = EInputActionValueType::Boolean;
// Boolean | Axis1D (float) | Axis2D (FVector2D) | Axis3D (FVector)

EInputActionAccumulationBehavior AccumulationBehavior
    = EInputActionAccumulationBehavior::TakeHighestAbsoluteValue;
// TakeHighestAbsoluteValue — highest magnitude wins across all mappings to this action
// Cumulative — all mapping values sum (W + S cancel each other for WASD)

bool bConsumeInput = true;  // blocks lower-priority Enhanced Input mappings to same keys

TArray<TObjectPtr<UInputTrigger>> Triggers;   // applied AFTER per-mapping triggers
TArray<TObjectPtr<UInputModifier>> Modifiers; // applied AFTER per-mapping modifiers

UInputMappingContext Asset

UInputMappingContext : UDataAsset. Maps physical keys to actions.

  • DefaultKeyMappings.MappingsTArray<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

// MyCharacter.h — declare assets and handlers
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();
// MyCharacter.cpp
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.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();
    if (APlayerController* PC = Cast<APlayerController>(GetController()))
    {
        if (auto* Sub = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(
                PC->GetLocalPlayer()))
        {
            Sub->AddMappingContext(DefaultMappingContext, 0); // priority 0 = lowest
        }
    }
}

Callback Signatures

BindAction accepts four delegate signatures:

// No params — press/release without value needed
void AMyCharacter::StartJump() { Jump(); }

// FInputActionValue — for axis values
void AMyCharacter::Move(const FInputActionValue& Value)
{
    const FVector2D Input = Value.Get<FVector2D>();
    AddMovementInput(GetActorForwardVector(), Input.Y);
    AddMovementInput(GetActorRightVector(),   Input.X);
}

// FInputActionInstance — when elapsed/triggered time is needed
void AMyCharacter::OnChargeAttack(const FInputActionInstance& Instance)
{
    const float HeldFor = Instance.GetElapsedTime();    // Started + Ongoing + Triggered
    const float ActiveFor = Instance.GetTriggeredTime(); // Triggered only
}

// Lambda variant
EIC->BindActionValueLambda(InteractAction, ETriggerEvent::Triggered,
    [this](const FInputActionValue& Value) { TryInteract(); });

Storing and removing a binding:

FEnhancedInputActionEventBinding& B =
    EIC->BindAction(DebugAction, ETriggerEvent::Started, this, &AMyCharacter::DebugToggle);
uint32 Handle = B.GetHandle();
// ...
EIC->RemoveBindingByHandle(Handle);        // remove one binding
EIC->ClearBindingsForObject(this);         // remove all bindings for an object

Trigger Events (ETriggerEvent)

Bitmask enum from InputTriggers.h:

EventState TransitionUse for
StartedNone -> Ongoing/TriggeredFirst frame of input; press-once actions
Triggered*->Triggered, Triggered->TriggeredEvery active frame; continuous movement
OngoingOngoing->OngoingHeld but not yet triggered (charge build-up)
CanceledOngoing->NoneReleased before trigger threshold
CompletedTriggered->NoneInput 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.

ClassNameBehavior
UInputTriggerDownDownEvery frame input exceeds threshold (implicit default)
UInputTriggerPressedPressedOnce on first actuation; holding does not repeat
UInputTriggerReleasedReleasedOnce when input drops below threshold after actuation
UInputTriggerHoldHoldAfter HoldTimeThreshold s; bIsOneShot=false repeats every frame
UInputTriggerHoldAndReleaseHold And ReleaseOn release after holding HoldTimeThreshold s
UInputTriggerTapTapReleased within TapReleaseTimeThreshold s
UInputTriggerRepeatedTapRepeated TapN taps within RepeatDelay (NumberOfTapsWhichTriggerRepeat=2 for double-tap)
UInputTriggerPulsePulseRepeatedly at Interval s while held; optional TriggerLimit
UInputTriggerChordActionChorded ActionOnly fires while ChordAction is active (Implicit type; auto-blocks solo key)
UInputTriggerComboCombo (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.

ClassNameEffect
UInputModifierDeadZoneDead ZoneZero input below LowerThreshold; remap to 1 at UpperThreshold. Types: Axial, Radial, UnscaledRadial
UInputModifierScalarScalarMultiply per axis by FVector Scalar
UInputModifierScaleByDeltaTimeScale By Delta TimeMultiply by frame DeltaTime
UInputModifierNegateNegateInvert selected axes (bX, bY, bZ)
UInputModifierSwizzleAxisSwizzle Input Axis ValuesReorder axes; YXZ (default) swaps X/Y — maps 1D key onto Y of Axis2D action
UInputModifierSmoothSmoothRolling average over recent samples
UInputModifierSmoothDeltaSmooth DeltaSmoothed normalized delta; configurable interpolation (Lerp, Interp_To, ease curves)
UInputModifierResponseCurveExponentialResponse Curve - Exponential`sign(x)*
UInputModifierResponseCurveUserResponse Curve - User DefinedSeparate UCurveFloat per axis
UInputModifierFOVScalingFOV ScalingScale by camera FOV for consistent angular speed across zoom levels
UInputModifierToWorldSpaceTo World Space2D 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

// Higher integer = higher priority; wins key conflicts
Subsystem->AddMappingContext(GameplayIMC, 0);
Subsystem->AddMappingContext(VehicleIMC,  1);

// FModifyContextOptions — prevent ghost inputs on switch
FModifyContextOptions Opts;
Opts.bIgnoreAllPressedKeysUntilRelease = true;
Subsystem->AddMappingContext(UIIMC, 2, Opts);

// Remove on mode exit
Subsystem->RemoveMappingContext(VehicleIMC);

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:

// Access subsystem for a specific local player (e.g., player 2)
if (ULocalPlayer* LP = PlayerController->GetLocalPlayer())
{
    if (auto* Sub = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LP))
    {
        Sub->AddMappingContext(PlayerTwoIMC, 0);
    }
}

Custom Triggers

Subclass UInputTrigger; override UpdateState_Implementation returning ETriggerState::None / Ongoing / Triggered:

UCLASS(EditInlineNew, meta=(DisplayName="Double Click"))
class MYGAME_API UDoubleClickTrigger : 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;
private:
    float LastPressTime = 0.f;
    bool bWasActuated = false;
};

ETriggerState UDoubleClickTrigger::UpdateState_Implementation(
    const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime)
{
    const bool bActuated = IsActuated(ModifiedValue); // helper: magnitude >= ActuationThreshold
    const float Now = PlayerInput->GetWorld()->GetTimeSeconds();
    if (bActuated && !bWasActuated)
    {
        if ((Now - LastPressTime) <= DoubleClickThreshold)
            { LastPressTime = 0.f; bWasActuated = bActuated; return ETriggerState::Triggered; }
        LastPressTime = Now;
    }
    bWasActuated = bActuated;
    return ETriggerState::None;
}

UInputTriggerTimedBase provides HeldDuration and CalculateHeldDuration for time-based triggers.


Custom Modifiers

Subclass UInputModifier; override ModifyRaw_Implementation:

UCLASS(EditInlineNew, meta=(DisplayName="Clamp Magnitude"))
class MYGAME_API UClampMagnitudeModifier : public UInputModifier
{
    GENERATED_BODY()
public:
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
    float MaxMagnitude = 1.0f;
protected:
    virtual FInputActionValue ModifyRaw_Implementation(
        const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override
    {
        FVector V = CurrentValue.Get<FVector>();
        if (V.SizeSquared() > MaxMagnitude * MaxMagnitude)
            V = V.GetSafeNormal() * MaxMagnitude;
        return FInputActionValue(CurrentValue.GetValueType(), V);
    }
};

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():

PC->SetInputMode(FInputModeUIOnly());          // cursor captured by UI, no game input
PC->SetInputMode(FInputModeGameAndUI());       // both UI and game receive input
PC->SetInputMode(FInputModeGameOnly());        // full game input, UI events suppressed

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-slateSetInputMode(FInputModeUIOnly())/FInputModeGameAndUI(), cursor visibility, CommonUI UCommonActivatableWidget stacks
  • ue-gameplay-abilities — binding Enhanced Input actions to GAS ability activation via input ID tags

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