> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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).
IA_) and InputMapping Context (IMC_) assets, applying modifiers/triggers, adding a mapping context to a
player, or binding actions in C++ or Blueprints.
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.
"EnhancedInput" to PublicDependencyModuleNames in *.Build.cs.
IA_). Each has a Value Type: Digital (bool) for buttons,Axis1D (float) for triggers, Axis2D (Vector2D) for movement/look.
IMC_) that maps keys/buttons to those actions. UseModifiers 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.
EnhancedInputLocalPlayerSubsystem(AddMappingContext(IMC, Priority)), usually in BeginPlay/possession.
ETriggerEvent (Triggered, Started, Completed, …) onthe EnhancedInputComponent, and read the FInputActionValue in the handler.
(showdebug enhancedinput) show which actions trigger and their values.
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>.
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);
}
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)
AddMappingContext), or theplayer has no Local Player yet. Add it after possession/BeginPlay.
"EnhancedInput" isn't in Build.csPublicDependencyModuleNames.
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.
Triggered repeats while held for a Down trigger;use Started/Completed for one-shots (jump press/release), or a Pressed/Tap trigger.
context can consume a key. Manage with priorities and RemoveMappingContext.
including look/jump and a control-rebind note), read references/cpp-setup.md.
(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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
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Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
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Take gamedev-skills/unreal-enhanced-input from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.