| name | ue-input-system |
| description | 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. |
| metadata | {"version":"1.0.0"} |
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;
EInputActionAccumulationBehavior AccumulationBehavior
= EInputActionAccumulationBehavior::TakeHighestAbsoluteValue;
bool bConsumeInput = true;
TArray<TObjectPtr<UInputTrigger>> Triggers;
TArray<TObjectPtr<UInputModifier>> 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
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();
#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);
}
}
}
Callback Signatures
BindAction accepts four delegate signatures:
void AMyCharacter::StartJump() { Jump(); }
void AMyCharacter::Move(const FInputActionValue& Value)
{
const FVector2D Input = Value.Get<FVector2D>();
AddMovementInput(GetActorForwardVector(), Input.Y);
AddMovementInput(GetActorRightVector(), Input.X);
}
void AMyCharacter::OnChargeAttack(const FInputActionInstance& Instance)
{
const float HeldFor = Instance.GetElapsedTime();
const float ActiveFor = Instance.GetTriggeredTime();
}
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);
EIC->ClearBindingsForObject(this);
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)* |
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
Subsystem->AddMappingContext(GameplayIMC, 0);
Subsystem->AddMappingContext(VehicleIMC, 1);
FModifyContextOptions Opts;
Opts.bIgnoreAllPressedKeysUntilRelease = true;
Subsystem->AddMappingContext(UIIMC, 2, Opts);
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:
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);
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());
PC->SetInputMode(FInputModeGameAndUI());
PC->SetInputMode(FInputModeGameOnly());
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