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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.

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).

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.

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.

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.

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.

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.

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.