unreal-enhanced-input — Claude Code skill: what it does & install
Configures Unreal Engine 5 Enhanced Input assets, C++ bindings, and triggers. Useful when wiring movement, look, and jump controls or fixing input loss on clients.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a claude-codeWhat unreal-enhanced-input does
The skill targets Unreal Engine 5.8, where the legacy axis system is deprecated. It guides the creation of IA_ and IMC_ assets, helps select correct value types like Axis2D, and configures modifiers such as Negate and Swizzle Input Axis Values for standard WASD movement. Keep in mind that UE 5.8 deprecates the Combo trigger, so building input sequences on it will cause rework later.
For C++ development, the workflow verifies that "EnhancedInput" is listed in PublicDependencyModuleNames inside *.Build.cs. It then binds handlers to UEnhancedInputComponent using ETriggerEvent and registers mapping contexts via UEnhancedInputLocalPlayerSubsystem. When multiplayer clients lose controls after spawning, move AddMappingContext calls into PawnClientRestart() because BeginPlay can fire before controller possession completes.
What it helps with
- map WASD keys to an
Axis2Dvector using Negate and Swizzle modifiers - bind character movement and actions to
UEnhancedInputComponentin C++ - register input mapping contexts using
UEnhancedInputLocalPlayerSubsystem - fix client input loss after respawn in multiplayer games
Example prompts for the agent
- Bind move and look actions to EnhancedInputComponent in my Character class
- Set up an IMC_Default asset with modifiers for WASD movement
- Fix input dropping after respawn on multiplayer clients
How to install unreal-enhanced-input
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a claude-code2Manually: put the files in place
~/.claude/skills/unreal-enhanced-input/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/unreal-enhanced-input/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a codex2Manually: put the files in place
.agents/skills/unreal-enhanced-input/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a cursor2Manually: put the files in place
.cursor/skills/unreal-enhanced-input/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills unreal-enhanced-input2Manually: put the files in place
.github/skills/unreal-enhanced-input/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/unreal/unreal-enhanced-inputManually: put the files in place
.devin/skills/unreal-enhanced-input/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about unreal-enhanced-input
How do I install unreal-enhanced-input in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input -a claude-code in your terminal.
What does unreal-enhanced-input do?
It provides patterns and guidelines for wiring player input in Unreal Engine 5 using Input Actions, Input Mapping Contexts, and C++ bindings.
What dependency is required to bind Enhanced Input in C++?
Add "EnhancedInput" to PublicDependencyModuleNames in your project's *.Build.cs file.
Source text
SKILL.md · Apache-2.0
---
name: unreal-enhanced-input
description: >
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping
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.
---
# 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 5.8** (Enhanced Input is the default; legacy input is deprecated).
## When to use
- Use when adding movement/look/jump/fire input, creating Input Action (`IA_`) and Input
Mapping Context (`IMC_`) assets, applying modifiers/triggers, adding a mapping context to a
player, or binding actions in C++ or Blueprints.
- Use when the project has `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`.
## Core workflow
1. **Enable the module/plugin.** Enhanced Input is on by default in UE5; for C++ binding add
`"EnhancedInput"` to `PublicDependencyModuleNames` in `*.Build.cs`.
2. **Create Input Actions (`IA_`).** Each has a **Value Type**: `Digital (bool)` for buttons,
`Axis1D (float)` for triggers, `Axis2D (Vector2D)` for movement/look.
3. **Create an Input Mapping Context (`IMC_`)** that maps keys/buttons to those actions. Use
**Modifiers** 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. The **Combo** trigger is deprecated in UE 5.8; don't
build new input on it.
4. **Add the mapping context to the player** via the `EnhancedInputLocalPlayerSubsystem`
(`AddMappingContext(IMC, Priority)`), usually in `BeginPlay`/possession.
5. **Bind actions** to handlers by `ETriggerEvent` (`Triggered`, `Started`, `Completed`, …) on
the `EnhancedInputComponent`, and read the `FInputActionValue` in the handler.
6. **Verify** in PIE; the Enhanced Input debugging console commands
(`showdebug enhancedinput`) show which actions trigger and their values.
## Patterns
### 1. Add the mapping context (C++ Character)
```cpp
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>.
```
### 2. Bind actions and read values
```cpp
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// The component is an Enhanced Input component when the plugin is active.
// (Don't name the parameter InputComponent: that shadows AActor::InputComponent.)
if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
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);
}
```
### 3. Blueprint equivalent (node flow)
```text
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)
```
## Pitfalls
- **No input at all** — the mapping context was never added (`AddMappingContext`), or the
player has no Local Player yet. Add it after possession/`BeginPlay`.
- **Input works in single player but not on a client, or stops after respawn** — `BeginPlay`
ran before the controller possessed the pawn, so `GetController()` was null. Add the context
in an override of `PawnClientRestart()`, which runs on the owning client after possession
(Epic's Input Overview does this), or in the PlayerController.
- **Link/compile error binding in C++** — `"EnhancedInput"` isn't in `Build.cs`
`PublicDependencyModuleNames`.
- **WASD only moves on two keys / wrong axis** — Axis2D needs **Modifiers**: Negate on the
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.
- **Action fires every frame unexpectedly** — `Triggered` repeats while held for a Down trigger;
use `Started`/`Completed` for one-shots (jump press/release), or a Pressed/Tap trigger.
- **Two contexts fight** — multiple mapping contexts stack by Priority; a higher-priority
context can consume a key. Manage with priorities and `RemoveMappingContext`.
## References
- For a complete first-/third-person C++ Character with Enhanced Input (header + source,
including look/jump and a control-rebind note), read `references/cpp-setup.md`.
- Primary docs: "Enhanced Input in Unreal Engine"
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`)
and "Input Overview"
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/input-overview-in-unreal-engine`).
## Related skills
- `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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills