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.
What this skill does
# 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`:
```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`):
```cpp
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.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
```cpp
// 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();
```
```cpp
// 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:
```cpp
// 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:
```cpp
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`:
| 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; Related in Design
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