Enhanced Input
Enhanced Input is UE’s modern input system (UE 5.0+). BlueprintAI can create Input Action assets, configure their value types and modifiers, create Mapping Contexts, and wire input event nodes into Blueprints.
Input Actions
Section titled “Input Actions”Create an Input Action called IA_Jump in /Game/Input with value type Digital (bool) Create IA_Move with value type Axis2D
Value types: Digital (bool), Axis1D (float), Axis2D (Vector2D), Axis3D (Vector).
Triggers
Section titled “Triggers”Add a Pressed trigger to IA_Jump Add a Hold trigger to IA_Crouch with a hold threshold of 0.5 seconds
Common triggers: InputTriggerDown, InputTriggerPressed, InputTriggerReleased, InputTriggerHold, InputTriggerTap, InputTriggerPulse, InputTriggerChordAction, InputTriggerCombo.
Modifiers
Section titled “Modifiers”Add a DeadZone modifier to IA_Move Add a SwizzleAxis modifier to IA_Look to swap X and Y axes
Common modifiers: InputModifierDeadZone, InputModifierScalar, InputModifierNegate, InputModifierSmooth, InputModifierSwizzleAxis, InputModifierFOVScaling, InputModifierResponseCurveExponential.
Mapping Contexts
Section titled “Mapping Contexts”Create an Input Mapping Context called IMC_Default in /Game/Input Map IA_Jump to the SpaceBar key in IMC_Default Map IA_Move to W (forward), S (backward), A (left), D (right)
Common key names: SpaceBar, W, A, S, D, LeftMouseButton, RightMouseButton, Gamepad_LeftX, Gamepad_LeftY, Gamepad_RightX, Gamepad_RightY, Gamepad_FaceButton_Bottom.
Per-mapping modifiers and triggers
Section titled “Per-mapping modifiers and triggers”Add a Negate modifier to the S mapping for IA_Move Add a SwizzleAxis modifier to the A and D mappings for IA_Move
This is how WASD axis input is typically configured — negate backward and sideward bindings to produce the correct 2D vector.
Wiring into Blueprints
Section titled “Wiring into Blueprints”In BP_Character, add an Enhanced Input Action event for IA_Jump on the Triggered output, and call Jump from it Add an Enhanced Input Action event for IA_Move and feed the Action Value into the AddMovementInput function
Blueprint event nodes created by BlueprintAI have output exec pins: Triggered, Started, Ongoing, Completed, Canceled, and data pins: Action Value, Elapsed Seconds, Triggered Seconds.
Example: complete input setup
Section titled “Example: complete input setup”Create IA_Jump (Digital) and IA_Move (Axis2D) in /Game/Input. Create IMC_Default and map Jump to SpaceBar, Move to WASD with correct negation modifiers. In BP_Character, wire IA_Jump Triggered to Jump() and IA_Move Triggered to AddMovementInput.