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unreal-enhanced-input
Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Generate real game assets (images, skyboxes, 3D models, SFX, music, voice, video) from text prompts through the provider registry, with provenance and acceptance gates.
Define creation, naming, and replacement rules for placeholder assets so the game is testable before final art exists.
Compose Godot 3D scenes with sound Node3D structure, cameras, physics bodies, environment ownership, and 3D performance patterns.
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.
Define export, scale, pivot, and naming rules for 3D assets so every model imports correctly without per-asset fixes.
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
| name | unreal-enhanced-input |
| description | Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping. |
| origin | everything-game-dev-code |
| category | unreal |
Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.
SetupPlayerInputComponent via UEnhancedInputComponent, never to raw keysUEnhancedInputLocalPlayerSubsystem with explicit priorities, instead of branching inside handlersSetInputMode*) so menus consume input cleanly, and treat "UI open" as a context switch rather than per-handler checksUEnhancedInputUserSettings in newer versions), persist per user, and update on-screen prompts from the active mappingsULocalPlayer and validate device assignment per player on each target platformIsKeyDown checks outside the Enhanced Input setupengineering-common/input-abstraction; this skill is the Unreal-specific implementation of it.