agentleFS
MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unreal/unreal-enhanced-input/SKILL.md

unreal-enhanced-input

Skill105 starsChanged 8 months agoMITView on GitHub

Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.

4 other projects use a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    put press semantics into Triggers (Pressed, Released, Hold, Tap, Combo) and stick/axis shaping into Modifiers (dead zone, swizzle, negate, …

    line 27
  2. Distinctive:

    test context transitions explicitly: entering/leaving vehicles, opening menus mid-hold, focus loss, and controller hot-plug

    line 31
  3. Very specific:

    no gameplay code binds raw keys, legacy axis names, or IsKeyDown checks outside the Enhanced Input setup

    line 40
  4. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 68

“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unreal Enhanced Input

Purpose

Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.

Use When

  • adding or unifying input handling for an Unreal project (UE5 Enhanced Input)
  • gameplay code binds raw keys/axes or legacy input names directly
  • input must change by context (gameplay, vehicles, menus, cinematics) or support rebinding

Inputs

  • list of gameplay actions and their value types (bool, Axis1D/2D/3D)
  • supported devices and platforms (keyboard/mouse, gamepad, touch)
  • gameplay contexts that change available input (on foot, vehicle, UI, spectator)
  • rebinding, accessibility, and local multiplayer requirements

Process

  1. model each action as an Input Action asset with an explicit value type; gameplay code binds to actions in SetupPlayerInputComponent via UEnhancedInputComponent, never to raw keys
  2. group bindings into Input Mapping Contexts per gameplay state and add/remove them on the local player's UEnhancedInputLocalPlayerSubsystem with explicit priorities, instead of branching inside handlers
  3. put press semantics into Triggers (Pressed, Released, Hold, Tap, Combo) and stick/axis shaping into Modifiers (dead zone, swizzle, negate, scalar) on the action or mapping — not re-implemented in C++/Blueprint handlers
  4. route UI through CommonUI or input modes (SetInputMode*) so menus consume input cleanly, and treat "UI open" as a context switch rather than per-handler checks
  5. implement rebinding with Player Mappable Keys (or UEnhancedInputUserSettings in newer versions), persist per user, and update on-screen prompts from the active mappings
  6. for local multiplayer, keep contexts and rebinds per ULocalPlayer and validate device assignment per player on each target platform
  7. test context transitions explicitly: entering/leaving vehicles, opening menus mid-hold, focus loss, and controller hot-plug

Outputs

  • Input Action and Mapping Context asset inventory with priorities
  • trigger/modifier configuration per action
  • context-switch rules (which contexts exist and what adds/removes them)
  • rebinding and persistence design plus device test scenarios

Quality Bar

  • no gameplay code binds raw keys, legacy axis names, or IsKeyDown checks outside the Enhanced Input setup
  • context switches are mapping-context adds/removes with priorities, not booleans inside input handlers
  • hold/tap/combo semantics live in Triggers so designers can tune them without code changes
  • rebinds persist per player, apply without restart, and drive the input prompts shown on screen
  • a held action that loses its context (menu opens, vehicle exited) cancels cleanly instead of sticking

Common Failure Modes

  • one giant mapping context with handler-side branching instead of per-state contexts
  • dead zones and sensitivity hardcoded in handlers, fighting the Modifiers configured on the mapping
  • UI and gameplay both receiving the same press because input modes/CommonUI routing was skipped
  • rebinding implemented against the legacy input ini, which Enhanced Input ignores
  • local multiplayer sharing one set of contexts so player two remaps player one

Related Agents

  • unreal-reviewer
  • gameplay-programmer
  • ui-programmer

Related Commands

  • input-review
  • unreal-review
  • verify

Related Skills

  • unreal-gameplay-framework
  • unreal-blueprint-patterns

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • The engine-neutral action-abstraction policy lives in engineering-common/input-abstraction; this skill is the Unreal-specific implementation of it.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.