| name | enhanced-input |
| display_name | Enhanced Input System |
| description | Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA_) or Input Mapping Context (IMC_), bind keys to actions, or configure input triggers/modifiers. |
| vibeue_classes | ["InputService"] |
| unreal_classes | ["EditorAssetLibrary"] |
🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "enhanced-input"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Enhanced Input Skill
Critical Rules
🚨 Real Python method names — do NOT search for the docstring's "action" names
The InputService class docstring lists MCP-style action ids (action_create,
mapping_list_contexts, action_configure, ...). Those are not the Python method
names — discover_python_class(method_filter=...) matches nothing for them. The complete
real API is below; you rarely need a discovery call at all:
| Area | Methods |
|---|
| Reflection | discover_types(), get_available_keys(filter=""), get_available_modifier_types(), get_available_trigger_types() |
| Actions | create_action(name, path, value_type="Axis1D"), list_input_actions(), get_input_action_info(action_path) → info or None, configure_action(action_path, consume_input=True, trigger_when_paused=False, description=""), input_action_exists(action_path) |
| Contexts | create_mapping_context(name, path, priority=0), list_mapping_contexts(), get_mapping_context_info(context_path) → info or None, mapping_context_exists(context_path) |
| Mappings | get_mappings(context_path), add_key_mapping(context_path, action_path, key_name), remove_mapping(context_path, mapping_index), key_mapping_exists(context_path, action_path) |
| Modifiers | add_modifier(context_path, mapping_index, modifier_type), remove_modifier(context_path, mapping_index, modifier_index), get_modifiers(context_path, mapping_index) |
| Triggers | add_trigger(context_path, mapping_index, trigger_type), remove_trigger(context_path, mapping_index, trigger_index), get_triggers(context_path, mapping_index) |
create_action value types are the strings discover_types() returns: "Boolean"
(alias "Digital"), "Axis1D", "Axis2D", "Axis3D". Modifiers and triggers are
addressed by index on the mapping, so get_mappings / get_modifiers /
get_triggers first, then add/remove by index.
⚠️ Property Names on Info Structs
| Struct | WRONG | CORRECT |
|---|
InputTypeDiscoveryResult | value_types | action_value_types |
KeyMappingInfo | key | key_name |
InputModifierInfo | modifier_type | type_name or display_name |
InputTriggerInfo | trigger_type | type_name or display_name |
⚠️ Value Types
| Value Type | Use Case |
|---|
Boolean | Simple press/release (Jump, Fire) |
Axis1D | Single axis (Throttle, Zoom) |
Axis2D | Two axes (Move, Look) |
Axis3D | Three axes (3D manipulation) |
⚠️ Key Names
Keyboard: SpaceBar, LeftShift, W, A, S, D, F1, Enter, Escape, BackSpace...
Mouse: LeftMouseButton, RightMouseButton, MouseScrollUp
Gamepad: Gamepad_FaceButton_Bottom, Gamepad_LeftThumbstick, Gamepad_LeftTrigger, Gamepad_RightTrigger
Paired axes (use these for Axis2D bindings): Mouse2D (mouse look), Gamepad_Left2D / Gamepad_Right2D (analog sticks)
Verify any other name with get_available_keys("thumb") (substring filter) instead of guessing.
⚠️ Triggers and Modifiers
Triggers: Pressed, Released, Down, Hold, Tap, Pulse
Modifiers: Negate, DeadZone, Scalar, SwizzleAxis (also: Smooth, SmoothDelta, ScaleByDeltaTime — use get_available_modifier_types() for the full set)
Workflows
Create Input Action
import unreal
result = unreal.InputService.create_action("Jump", "/Game/Input", "Boolean")
if result.success:
unreal.EditorAssetLibrary.save_asset(result.asset_path)
Create Mapping Context
import unreal
result = unreal.InputService.create_mapping_context("Default", "/Game/Input", 0)
unreal.EditorAssetLibrary.save_asset(result.asset_path)
Add Key Mapping
import unreal
context_path = "/Game/Input/IMC_Default"
action_path = "/Game/Input/IA_Jump"
unreal.InputService.add_key_mapping(context_path, action_path, "SpaceBar")
unreal.EditorAssetLibrary.save_asset(context_path)
Add Triggers and Modifiers
import unreal
context_path = "/Game/Input/IMC_Default"
action_path = "/Game/Input/IA_Fire"
unreal.InputService.add_key_mapping(context_path, action_path, "LeftMouseButton")
mappings = unreal.InputService.get_mappings(context_path)
mapping_index = len(mappings) - 1
unreal.InputService.add_trigger(context_path, mapping_index, "Pressed")
unreal.InputService.add_modifier(context_path, mapping_index, "DeadZone")
unreal.EditorAssetLibrary.save_asset(context_path)
Get Mappings Info
import unreal
mappings = unreal.InputService.get_mappings("/Game/Input/IMC_Default")
for m in mappings:
print(f"Action: {m.action_name}, Key: {m.key_name}")
info = unreal.InputService.get_input_action_info("/Game/Input/IA_Jump")
if info:
print(f"Action: {info.action_name}, ValueType: {info.value_type}")
Discover Available Types
import unreal
types = unreal.InputService.discover_types()
print(f"Value Types: {types.action_value_types}")
print(f"Modifiers: {types.modifier_types}")
print(f"Triggers: {types.trigger_types}")
keys = unreal.InputService.get_available_keys()
Sample scripts (run via execute_python_code)
scripts/setup_input.txt — create an Input Action + Mapping Context and bind a key.