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Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI input modes and CommonUI routing, see ue-ui-umg-slate; for PlayerController/Pawn possession, see ue-gameplay-framework.

Use this Skill: https://skilld.dev/gh/quodsoler/unreal-engine-skills/ue-input-system

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SKILL.md

≈159 tokens always: the name and description. ≈7.3k when used: this file. ≈10k more on demand in 1 file.

UE Input System

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Enhanced Input is the engine's only supported input path. It lives in the EnhancedInput plugin (Engine/Plugins/EnhancedInput, enabled by default in 5.8); add "EnhancedInput" to PublicDependencyModuleNames in your Build.cs, plus "InputCore" if you touch FKey/EKeys directly and "GameplayTags" if you use input-mode filtering or the user-settings failure-reason containers. The runtime pieces are UEnhancedPlayerInput, UEnhancedInputComponent, UEnhancedInputLocalPlayerSubsystem, the data assets UInputAction / UInputMappingContext, and UEnhancedInputUserSettings for player rebinding.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about… Go to
Plugin, module, ini setup Setup
Creating actions and mapping contexts Input Assets
Binding handlers in C++ Binding Actions in C++
Which event to bind (Started vs Triggered vs Completed) Trigger Events
Hold, tap, double-tap, pulse, chord Built-in Triggers
Dead zones, sensitivity, WASD→2D, invert Y Built-in Modifiers
Adding/removing contexts, priority, split-screen Mapping Contexts and Priority
Enabling/disabling contexts by gameplay state Input Mode Filtering
Player key rebinding, settings screens, saving Runtime Key Rebinding
Input on actors with no PlayerController Input Without a PlayerController
Per-platform mapping context swaps Per-Platform Input Data
Writing a new trigger or modifier Custom Triggers, Custom Modifiers
Menus, cursors, CommonUI UI Input Mode
Debug overlays Debugging

Full per-class parameter tables live in references/input-action-reference.md.

Setup

// Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });

DefaultInput.ini — point the engine's default classes at Enhanced Input:

[/Script/Engine.InputSettings]
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent

Enhanced Input project settings live on UEnhancedInputDeveloperSettings (Project Settings → Engine → Enhanced Input), written to DefaultInput.ini under [/Script/EnhancedInput.EnhancedInputDeveloperSettings]. Keys that change C++ behaviour: bEnableUserSettings, UserSettingsClass, DefaultPlayerMappableKeyProfileClass, InputSettingsSaveSlotName, bEnableWorldSubsystem, DefaultWorldInputClass, bEnableInputModeFiltering, DefaultMappingContextInputModeQuery, DefaultInputMode, bEnableDefaultMappingContexts, bSendTriggeredEventsWhenInputIsFlushed.

Input Assets

UInputAction : UDataAsset — one per logical player action. Properties that change C++ behaviour:

Property Default Meaning
ValueType EInputActionValueType::Boolean Boolean, Axis1D (float), Axis2D (FVector2D), Axis3D (FVector)
AccumulationBehavior TakeHighestAbsoluteValue Or Cumulative — all mappings sum, so W + S cancel
bConsumeInput true Blocks lower-priority Enhanced Input mappings on the same keys
bConsumesActionAndAxisMappings false Also blocks legacy Action/Axis mappings on those keys
bReserveAllMappings false Mappings are not overridden by higher-priority contexts
bTriggerWhenPaused false Action fires while the game is paused
Triggers / Modifiers empty Action-level, applied after the per-mapping ones
PlayerMappableKeySettings nullptr UPlayerMappableKeySettings — makes the action rebindable

UInputMappingContext : UDataAsset — key-to-action bindings, added and removed as a set.

Member Notes
DefaultKeyMappings FInputMappingContextMappingData; read the array with GetMappings()
MappingProfileOverrides TMap<FString, FInputMappingContextMappingData> — per key-profile overrides
RegistrationTrackingMode Untracked (default) or CountRegistrations
InputModeFilterOptions UseProjectDefaultQuery (default), UseCustomQuery, DoNotFilter
MapKey(Action, Key) / UnmapKey(Action, Key) Editor/config-screen helpers, not a runtime rebinding API
HasMappingForInputAction(Action) Search default and profile-override mappings

Each FEnhancedActionKeyMapping carries Action, Key, per-mapping Triggers, Modifiers, a SettingBehavior (EPlayerMappableKeySettingBehaviors: InheritSettingsFromAction, OverrideSettings, IgnoreSettings) and an optional PlayerMappableKeySettings override. Reach them with GetPlayerMappableKeySettings() and GetMappingName().

Binding Actions in C++

// MyCharacter.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

class UInputAction;
class UInputMappingContext;
struct FInputActionValue;

UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	virtual void BeginPlay() override;
	virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;

protected:
	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();
};
// MyCharacter.cpp
#include "MyCharacter.h"

#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputActionValue.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/PlayerController.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();

	APlayerController* PC = Cast<APlayerController>(GetController());
	if (UEnhancedInputLocalPlayerSubsystem* Subsystem =
			ULocalPlayer::GetSubsystemFromController<UEnhancedInputLocalPlayerSubsystem>(PC))
	{
		Subsystem->AddMappingContext(DefaultMappingContext, 0);
	}
}

void AMyCharacter::Move(const FInputActionValue& Value)
{
	const FVector2D Axis = Value.Get<FVector2D>();
	AddMovementInput(GetActorForwardVector(), Axis.Y);
	AddMovementInput(GetActorRightVector(), Axis.X);
}

void AMyCharacter::StartJump() { Jump(); }
void AMyCharacter::StopJump() { StopJumping(); }

Handler signatures

UEnhancedInputComponent::BindAction returns FEnhancedInputActionEventBinding& and accepts a member function matching one of three native delegate signatures, or a UFUNCTION by name:

Signature Handler
FEnhancedInputActionHandlerSignature void Handler()
FEnhancedInputActionHandlerValueSignature void Handler(const FInputActionValue& Value)
FEnhancedInputActionHandlerInstanceSignature void Handler(const FInputActionInstance& Instance)
FEnhancedInputActionHandlerDynamicSignature BindAction(Action, Event, Object, FName("OnFirePressed"))

FInputActionInstance exposes GetValue(), GetTriggerEvent(), GetElapsedTime() (Started + Ongoing + Triggered), GetTriggeredTime() (Triggered only), GetLastTriggeredWorldTime(), GetTriggers(), GetModifiers() and GetSourceAction().

Lambdas and pollable values:

EIC->BindActionValueLambda(InteractAction, ETriggerEvent::Triggered,
	[this](const FInputActionValue& Value) { TryInteract(Value.Get<bool>()); });

EIC->BindActionInstanceLambda(ChargeAction, ETriggerEvent::Ongoing,
	[this](const FInputActionInstance& Instance) { SetChargeProgress(Instance.GetElapsedTime()); });

// No delegate — just reflects the current value, poll it from Tick
FEnhancedInputActionValueBinding& LookBinding = EIC->BindActionValue(LookAction);
const FVector2D LookAxis = LookBinding.GetValue().Get<FVector2D>();

Removing bindings:

FEnhancedInputActionEventBinding& Binding =
	EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyCharacter::StartJump);
const uint32 BindingHandle = Binding.GetHandle(); // uint32, EnhancedInputComponent.h:165

EIC->RemoveBindingByHandle(BindingHandle);   // one binding, later
EIC->ClearBindingsForObject(this);           // every binding owned by this object; ClearActionBindings() drops all

Trigger Events

ETriggerEvent is a bitmask (ENUM_CLASS_FLAGS) describing the trigger-state transitions seen this tick.

Event Bit State transition Bind it for
Triggered 1 << 0 None→Triggered, Ongoing→Triggered, Triggered→Triggered Every active frame; continuous movement
Started 1 << 1 None→Ongoing, None→Triggered First frame of evaluation; press-once actions
Ongoing 1 << 2 Ongoing→Ongoing Held but not yet triggered (charge build-up)
Canceled 1 << 3 Ongoing→None Released before the trigger condition was met
Completed 1 << 4 Triggered→None Release after triggering; stop continuous actions

Started always fires before Triggered when both occur on the same tick. Completed does not fire on a tick where any trigger on the action reports Ongoing — split press and release into two actions if you need both reliably.

Built-in Triggers

Per-class properties and defaults: references/input-action-reference.md.

Class Display name Behavior
UInputTriggerDown Down Fires every frame the value is actuated (implicit default when an action has no triggers)
UInputTriggerPressed Pressed Once on first actuation; holding does not repeat
UInputTriggerReleased Released Once when the value drops below ActuationThreshold after actuation
UInputTriggerHold Hold After HoldTimeThreshold seconds; bIsOneShot = false keeps firing
UInputTriggerHoldAndRelease Hold And Release On release, if held at least HoldTimeThreshold
UInputTriggerTap Tap Released within TapReleaseTimeThreshold
UInputTriggerRepeatedTap Repeated Tap NumberOfTapsWhichTriggerRepeat taps, each gap under RepeatDelay
UInputTriggerPulse Pulse Every Interval seconds while held; TriggerLimit caps the count
UInputTriggerChordAction Chorded Action Only while ChordAction is triggered; injects a UInputTriggerChordBlocker into lower-priority mappings of the same key

ETriggerType decides how triggers combine on one action: Explicit (at least one must fire), Implicit (all must fire), Blocker (blocks everything while IsBlocking returns true). ETriggerEventsSupported (None, Instant, Uninterruptible, Ongoing, All) declares which ETriggerEvents a trigger can ever produce.

Built-in Modifiers

Per-mapping modifiers run first, then the action-level Modifiers array; each group runs in array order.

Class Display name Effect
UInputModifierDeadZone Dead Zone Zero below LowerThreshold, remap to 1 at UpperThreshold; Type = Axial, Radial, UnscaledRadial
UInputModifierScalar Scalar Multiply per axis by FVector Scalar
UInputModifierScaleByDeltaTime Scale By Delta Time Multiply by frame DeltaTime
UInputModifierNegate Negate Invert the axes selected by bX / bY / bZ
UInputModifierSwizzleAxis Swizzle Input Axis Values Reorder axes; Order defaults to EInputAxisSwizzle::YXZ
UInputModifierSmooth Smooth Rolling average over recent samples
UInputModifierSmoothDelta Smooth Delta Smoothed normalized delta; SmoothingMethod, Speed, EasingExponent
UInputModifierResponseCurveExponential Response Curve - Exponential sign(x) * pow(abs(x), CurveExponent) per axis
UInputModifierResponseCurveUser Response Curve - User Defined One UCurveFloat per axis
UInputModifierFOVScaling FOV Scaling Scale by camera FOV for constant angular speed across zoom
UInputModifierToWorldSpace To World Space 2D axis → world space

WASD → Axis2D (AccumulationBehavior = Cumulative on the action):

  • W: Swizzle Input Axis Values (YXZ) → Y = +1
  • S: Swizzle Input Axis Values (YXZ) + Negate (bY) → Y = −1
  • D: none → X = +1
  • A: Negate (bX) → X = −1

Gamepad stick: Dead Zone (Radial, LowerThreshold = 0.2) on each stick mapping. Mouse look: Scalar(0.4, 0.4, 1.0), then Smooth, then FOV Scaling on the mapping.

Mapping Contexts and Priority

Subsystem->AddMappingContext(GameplayContext, 0);   // higher integer = higher priority
Subsystem->AddMappingContext(VehicleContext, 1);

FModifyContextOptions Options;
Options.bForceImmediately = true;     // rebuild now instead of at end of frame
Options.bNotifyUserSettings = true;   // register these mappings with UEnhancedInputUserSettings
Subsystem->AddMappingContext(MenuContext, 2, Options);

Subsystem->RemoveMappingContext(VehicleContext);
Subsystem->ClearAllMappings();

int32 FoundPriority = 0;
const bool bActive = Subsystem->HasMappingContext(GameplayContext, FoundPriority);
const FInputActionValue Current = Subsystem->GetPlayerInput()->GetActionValue(MoveAction);

FModifyContextOptions defaults: bIgnoreAllPressedKeysUntilRelease = true, bForceImmediately = false, bNotifyUserSettings = false. The first one already suppresses ghost inputs from keys held across a context switch — do not set it explicitly thinking it is opt-in; set it to false only when you deliberately want a held key to carry into the new context.

bConsumeInput = true on a UInputAction (the default) means a higher-priority context mapping the same physical key blocks every lower-priority binding of that key. Use priority plus bConsumeInput to keep modes apart — a vehicle context consuming Spacebar stops the character's Jump action firing while driving.

RegistrationTrackingMode on the IMC: Untracked (the first RemoveMappingContext wins, whatever the add count) or CountRegistrations (stays applied until removed as many times as it was added — use it when several systems share one IMC).

Each local player owns a separate UEnhancedInputLocalPlayerSubsystem, so split-screen contexts never leak between players. Fetch a specific player's subsystem with ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LocalPlayer) or ULocalPlayer::GetSubsystemFromController<UEnhancedInputLocalPlayerSubsystem>(PlayerController). Simulate input without a device with InjectInputForAction(Action, RawValue, Modifiers, Triggers) or InjectInputVectorForAction(Action, Value, Modifiers, Triggers).

Input Mode Filtering

Gate whole mapping contexts on a gameplay-tag state instead of adding and removing them. Requires bEnableInputModeFiltering on UEnhancedInputDeveloperSettings.

  • The subsystem holds the current mode: GetInputMode(), SetInputMode(Tags, Options), AppendTagsToInputMode, AddTagToInputMode, RemoveTagsFromInputMode, RemoveTagFromInputMode — all take an optional FModifyContextOptions.
  • Each UInputMappingContext chooses how it is matched via InputModeFilterOptions: UseProjectDefaultQuery (the project's DefaultMappingContextInputModeQuery), UseCustomQuery (the IMC's own InputModeQueryOverride), or DoNotFilter.
  • UEnhancedInputDeveloperSettings::DefaultInputMode seeds the mode on every new UEnhancedPlayerInput.
  • Contexts whose query fails stay registered but stop producing input, so priorities and registration counts are untouched.
Subsystem->SetInputMode(FGameplayTagContainer(MyGameplayTags::TAG_InputMode_Menu));

Runtime Key Rebinding

UEnhancedInputUserSettings (UserSettings/EnhancedInputUserSettings.h) is the sanctioned rebinding path. It is a USaveGame, created per subsystem when bEnableUserSettings is on, and saved to the slot named by InputSettingsSaveSlotName.

#include "EnhancedInputSubsystems.h"
#include "UserSettings/EnhancedInputUserSettings.h"

void UMyRebindWidget::RebindKey(FName MappingName, const FKey& NewKey)
{
	UEnhancedInputLocalPlayerSubsystem* Subsystem =
		ULocalPlayer::GetSubsystemFromController<UEnhancedInputLocalPlayerSubsystem>(GetOwningPlayer());
	UEnhancedInputUserSettings* Settings = Subsystem ? Subsystem->GetUserSettings() : nullptr;
	if (!Settings)
	{
		return;
	}

	FMapPlayerKeyArgs Args;
	Args.MappingName = MappingName;
	Args.Slot = EPlayerMappableKeySlot::First;
	Args.NewKey = NewKey;

	FGameplayTagContainer FailureReason;
	Settings->MapPlayerKey(Args, FailureReason);
	if (FailureReason.IsEmpty())
	{
		Settings->SaveSettings();
	}
}

Register any IMC the settings UI must list — even one never added to the subsystem — with RegisterInputMappingContext(IMC); adding a context with bNotifyUserSettings = true does it for you. Read mappings back with FindMappingsInRow(MappingName) and FindCurrentMappingForSlot(MappingName, Slot), reset with ResetAllPlayerKeysInRow or ResetKeyProfileIdToDefault, and persist with SaveSettings() / AsyncSaveSettings(). Profile identifiers are FString, not FGameplayTag — ProfileIdString, GetProfileIdString(), GetActiveKeyProfileId(), GetKeyProfileWithId(), SetActiveKeyProfile().

An action or mapping is only rebindable if it carries a UPlayerMappableKeySettings (Name, DisplayName, DisplayCategory, Metadata, SupportedKeyProfileIds) — either on the UInputAction or on the FEnhancedActionKeyMapping with SettingBehavior = OverrideSettings. Full API and struct tables: references/input-action-reference.md.

Input Without a PlayerController

UEnhancedInputWorldSubsystem (Experimental in 5.8) lets actors that will never be possessed receive input delegates. Enable it with bEnableWorldSubsystem in UEnhancedInputDeveloperSettings.

#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/World.h"

void AMyDoor::BeginPlay()
{
	Super::BeginPlay();

	// AddActorInputComponent reads AActor::InputComponent, created only for possessed actors.
	if (!InputComponent)
	{
		InputComponent = NewObject<UEnhancedInputComponent>(this, TEXT("DoorInputComponent"));
		InputComponent->RegisterComponent();
	}

	UEnhancedInputComponent* EIC = CastChecked<UEnhancedInputComponent>(InputComponent);
	EIC->BindAction(OpenAction, ETriggerEvent::Started, this, &AMyDoor::Open);

	if (UEnhancedInputWorldSubsystem* WorldInput =
			GetWorld()->GetSubsystem<UEnhancedInputWorldSubsystem>())
	{
		WorldInput->AddActorInputComponent(this);
		WorldInput->AddMappingContext(DoorContext, 0);
	}
}

Pair every AddActorInputComponent with RemoveActorInputComponent on EndPlay. The subsystem implements the same IEnhancedInputSubsystemInterface as the local-player one, so AddMappingContext, InjectInputForAction and friends behave identically — but it has no user settings and no local player.

Per-Platform Input Data

UEnhancedInputPlatformSettings (UPlatformSettings, UEnhancedInputPlatformSettings::Get()) holds an InputData array of UEnhancedInputPlatformData subclasses. Each one defines MappingContextRedirects, a TMap swapping one UInputMappingContext for another on that platform; GetContextRedirect(Context) returns the replacement or the original. Use it to substitute a touch or console context without branching in gameplay code. Calling Get() needs DeveloperSettings in Build.cs (it inlines a UPlatformSettingsManager call).

Custom Triggers

Subclass UInputTrigger and override UpdateState_Implementation, returning ETriggerState::None, Ongoing or Triggered.

// MyDoubleClickTrigger.h
#pragma once

#include "EnhancedPlayerInput.h"
#include "Engine/World.h"
#include "InputTriggers.h"
#include "MyDoubleClickTrigger.generated.h"

UCLASS(EditInlineNew, meta = (DisplayName = "Double Click"))
class MYGAME_API UMyDoubleClickTrigger : 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
	{
		const bool bActuated = IsActuated(ModifiedValue);
		const float Now = PlayerInput->GetWorld()->GetTimeSeconds();

		ETriggerState Result = ETriggerState::None;
		if (bActuated && !bWasActuated)
		{
			if ((Now - LastPressTime) <= DoubleClickThreshold)
			{
				LastPressTime = 0.f;
				Result = ETriggerState::Triggered;
			}
			else
			{
				LastPressTime = Now;
			}
		}

		bWasActuated = bActuated;
		return Result;
	}

private:
	float LastPressTime = 0.f;
	bool bWasActuated = false;
};

IsActuated(Value) is Value.GetMagnitudeSq() >= ActuationThreshold * ActuationThreshold. For time-based triggers derive from UInputTriggerTimedBase, which transitions to Ongoing on actuation and gives you HeldDuration plus CalculateHeldDuration(PlayerInput, DeltaTime) and bAffectedByTimeDilation. Override IsBlocking(const ETriggerState State) const for blockers and GetDebugState() const for the debug HUD. If your trigger keeps state across mapping rebuilds, override ReceiveTriggerReinstanced_Implementation(const UInputTrigger* OldTrigger) and call Super.

Custom Modifiers

Subclass UInputModifier and override:

virtual FInputActionValue ModifyRaw_Implementation(
	const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;

The returned value is converted back to the action's ValueType before further processing, so you may return any shape internally — FInputActionValue(CurrentValue.GetValueType(), Vector) preserves it. Override GetVisualizationColor_Implementation(FInputActionValue SampleValue, FInputActionValue FinalValue) const to control the debug overlay colour. Worked example: references/input-action-reference.md.

UI Input Mode

Without CommonUI, switch modes on the PlayerController with SetInputMode(FInputModeUIOnly()), SetInputMode(FInputModeGameAndUI()) or SetInputMode(FInputModeGameOnly()).

CommonUI routes input through UCommonActivatableWidget stacks and removes most manual SetInputMode calls. Enhanced Input and Common Input are unified: turn on UCommonInputSettings::bEnableEnhancedInputSupport (Project Settings → Game → Common Input; requires a restart) and CommonUI's click and back actions become UInputAction assets — UCommonUIInputData::EnhancedInputClickAction and EnhancedInputBackAction — instead of data-table rows. Widget stacks, activatable widgets and input configs belong to ue-ui-umg-slate.

Debugging

ShowDebug EnhancedInput prints the applied mapping contexts, each action's value and trigger state, and each trigger's GetDebugState(). ShowDebug WorldSubsystemInput does the same for UEnhancedInputWorldSubsystem; ShowDebug InputSettings dumps the developer settings; LogWorldSubsystemInput at VeryVerbose logs every key the world subsystem processes.

Deprecated — do not use

Do not emit Use in 5.8 Source
UInputTriggerCombo No replacement — build the sequence from UInputTriggerChordAction, timers, or a state machine UE_DEPRECATED(5.8) in InputTriggers.h:571
FInputComboStepData, FInputCancelAction No replacement UE_DEPRECATED(5.8) in InputTriggers.h:530,551
FEnhancedInputKeys::ComboKey No replacement UE_DEPRECATED(5.8) in EnhancedInputModule.h:20
UInputMappingContext::Mappings DefaultKeyMappings / GetMappings() UE_DEPRECATED(5.7) in InputMappingContext.h:93
UEnhancedInputPlatformSettings::LoadInputDataClasses(), InputDataClasses GetInputData() / ForEachInputData() UE_DEPRECATED(5.7) in EnhancedInputPlatformSettings.h:77,88
UEnhancedPlayerInput::GetAppliedInputContexts() GetAppliedInputContextData() UE_DEPRECATED(5.6) in EnhancedPlayerInput.h:175
FMapPlayerKeyArgs::ProfileId (FGameplayTag), SetKeyProfile(FGameplayTag), GetCurrentKeyProfile(), GetCurrentKeyProfileIdentifier(), GetAllSavedKeyProfiles(), GetKeyProfileWithIdentifier(), ResetKeyProfileToDefault(FGameplayTag), GetProfileIdentifer() ProfileIdString (FString), SetActiveKeyProfile(FString), GetActiveKeyProfile(), GetActiveKeyProfileId(), GetAllAvailableKeyProfiles(), GetKeyProfileWithId(), ResetKeyProfileIdToDefault(FString), GetProfileIdString() UE_DEPRECATED(5.6) in UserSettings/EnhancedInputUserSettings.h:86,706,730,722,754,776,673,327
UPlayerMappableKeySettings::SupportedKeyProfiles SupportedKeyProfileIds (TArray<FString>) UE_DEPRECATED(5.6) in PlayerMappableKeySettings.h:62
UEnhancedInputDeveloperSettings::bShouldLogAllWorldSubsystemInputs LogWorldSubsystemInput at VeryVerbose UE_DEPRECATED(5.6) in EnhancedInputDeveloperSettings.h:150
UPlayerMappableInputConfig UEnhancedInputUserSettings UE_DEPRECATED(5.3) in PlayerMappableInputConfig.h:23
UInputComponent::BindAxis, BindAction(FName, EInputEvent, Object, Func), BindAxisKey, BindVectorAxis, BindKey, BindTouch, BindGesture UEnhancedInputComponent::BindAction(UInputAction*, ETriggerEvent, Object, Func) = delete on UEnhancedInputComponent, EnhancedInputComponent.h:613-634

Common Mistakes

Adding the mapping context in SetupPlayerInputComponent: that call can run before the controller and local player are resolved. Add contexts in BeginPlay, OnPossess/PossessedBy, or a PlayerControllerChanged handler.

Setting bIgnoreAllPressedKeysUntilRelease = true "to be safe": it is already the default on FModifyContextOptions. Only touch it to set false.

Binding Triggered for a button press: Triggered fires every active frame. Use Started for press-once and Completed for release.

Expecting Completed alongside Ongoing: Completed is suppressed on any tick where a trigger reports Ongoing. Split into two actions with their own triggers.

No dead zone on sticks: analog sticks rest at non-zero. Add Dead Zone (Radial) to every stick mapping.

Missing swizzle for WASD: a keyboard key produces a 1D value on X. Without Swizzle Input Axis Values (YXZ) on W and S, forward/back never reaches the Y component of an Axis2D action.

Calling MapKey/UnmapKey for player rebinding: those mutate the IMC asset and are editor/config helpers. Use UEnhancedInputUserSettings::MapPlayerKey instead, and pass bNotifyUserSettings = true when adding contexts you want listed in a rebinding UI.

Replicating trigger events: input is client-local. Replicate the result — movement input, ability activation — never the ETriggerEvent.

Legacy binding on a UEnhancedInputComponent: BindAxis and the FName BindAction overloads are = delete and fail to compile. Migrate them rather than defining ENHANCED_INPUT_ALLOW_LEGACY_BINDING=1.

Related Skills

  • ue-gameplay-framework — APlayerController, possession, SetupPlayerInputComponent lifecycle
  • ue-ui-umg-slate — CommonUI activatable-widget stacks, input configs, cursor and focus
  • ue-character-movement — consuming FInputActionValue through AddMovementInput
  • ue-gameplay-abilities — activating abilities from input, UAbilitySystemComponent input IDs
  • ue-actor-component-architecture — UActorComponent/UInputComponent ownership, EnableInput, component-owned input
  • Also relevant: ue-cpp-foundations, ue-game-features, ue-gameplay-cameras, ue-mover

Source: SKILL.md on GitHub

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Signed by skilld at f3742d7. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

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metadata
{
  "version": "2.0.0",
  "engine": "5.8"
}

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