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 - Use when the project has
IA_*/IMC_*assets or referencesEnhancedInput.
Mapping Context (IMC_) assets, applying modifiers/triggers, adding a mapping context to a player, or binding actions in C++ or Blueprints.
**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
- Enable the module/plugin. Enhanced Input is on by default in UE5; for C++ binding add
- Create Input Actions (
IA_). Each has a Value Type:Digital (bool)for buttons, - Create an Input Mapping Context (
IMC_) that maps keys/buttons to those actions. Use - Add the mapping context to the player via the
EnhancedInputLocalPlayerSubsystem - Bind actions to handlers by
ETriggerEvent(Triggered,Started,Completed, …) on - Verify in PIE; the Enhanced Input debugging console commands
"EnhancedInput" to PublicDependencyModuleNames in *.Build.cs.
Axis1D (float) for triggers, Axis2D (Vector2D) for movement/look.
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.
(AddMappingContext(IMC, Priority)), usually in BeginPlay/possession.
the EnhancedInputComponent, and read the FInputActionValue in the handler.
(showdebug enhancedinput) show which actions trigger and their values.
Patterns
1. Add the mapping context (C++ Character)
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
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* InputComponent)
{
Super::SetupPlayerInputComponent(InputComponent);
// The component is an Enhanced Input component when the plugin is active.
if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent))
{
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)
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 - Link/compile error binding in C++ —
"EnhancedInput"isn't inBuild.cs - WASD only moves on two keys / wrong axis — Axis2D needs Modifiers: Negate on the
Get<FVector2D>()returns zero — value-type mismatch: the Input Action is Digital/Axis1D,- Action fires every frame unexpectedly —
Triggeredrepeats while held for a Down trigger; - Two contexts fight — multiple mapping contexts stack by Priority; a higher-priority
player has no Local Player yet. Add it after possession/BeginPlay.
PublicDependencyModuleNames.
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.
not Axis2D. Match the Get<T>() to the action's Value Type.
use Started/Completed for one-shots (jump press/release), or a Pressed/Tap trigger.
context can consume a key. Manage with priorities and RemoveMappingContext.
References
- For a complete first-/third-person C++ Character with Enhanced Input (header + source,
- Primary docs: "Enhanced Input in Unreal Engine"
including look/jump and a control-rebind note), read references/cpp-setup.md.
(https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-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.