Agent skill

unreal-enhanced-input

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.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Unreal Engine 5.4+ (Enhanced Input is the default UE5 input system)
Path: skills/unreal/unreal-enhanced-input/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 5.4+** (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_`

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Add the mapping context (C++ Character)
  5. 2. Bind actions and read values
  6. 3. Blueprint equivalent (node flow)
  7. Pitfalls
  8. References
  9. Related skills
Ships with 1 file
  • references/cpp-setup.md
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About this skill
What does the unreal-enhanced-input skill do?

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.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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