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
- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- ukanwat/aaabenchtheir own version, first seen Aug 15, 2026
- ukanwat/overtimetheir own version, first seen Aug 15, 2026
- ukanwat/selfstartertheir own version, first seen Aug 15, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- ukanwat/aaabench★ 399same name
- ukanwat/overtime★ 399same name
- ukanwat/selfstarter★ 399same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- godot-3d-scenesSkill
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- The first 60 shown.
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
- Distinctive: line 27
put press semantics into Triggers (Pressed, Released, Hold, Tap, Combo) and stick/axis shaping into Modifiers (dead zone, swizzle, negate, …
- Distinctive: line 31
test context transitions explicitly: entering/leaving vehicles, opening menus mid-hold, focus loss, and controller hot-plug
- Very specific: line 40
no gameplay code binds raw keys, legacy axis names, or IsKeyDown checks outside the Enhanced Input setup
- Distinctive: line 68
Keep this skill aligned with the relevant rules layer and current project documentation.
“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.
Files
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
- model each action as an Input Action asset with an explicit value type; gameplay code binds to actions in
SetupPlayerInputComponentviaUEnhancedInputComponent, never to raw keys - group bindings into Input Mapping Contexts per gameplay state and add/remove them on the local player's
UEnhancedInputLocalPlayerSubsystemwith explicit priorities, instead of branching inside handlers - 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
- 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 - implement rebinding with Player Mappable Keys (or
UEnhancedInputUserSettingsin newer versions), persist per user, and update on-screen prompts from the active mappings - for local multiplayer, keep contexts and rebinds per
ULocalPlayerand validate device assignment per player on each target platform - 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
IsKeyDownchecks 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.
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