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Enhanced Input Advanced Features (UE 5.6) โ€‹

๐Ÿ“š Documentation & Resources โ€‹

Official UE5.6 References: โ€‹


๐Ÿ“‹ Advanced Implementation โ€‹

What/Why: Leverage UE5.6's full Enhanced Input capabilities including Player Mappable Configs, Input Debugging, Chorded Actions, and Input Replay for AAA-quality input handling.

Prereqs

  • Enhanced Input plugin (default in UE 5.6)
  • Understanding of basic Input Actions and Mapping Contexts

Steps

  1. Player Mappable Input Configs
  • Create UPlayerMappableInputConfig asset: PMI_DefaultBindings
  • Define FEnhancedActionKeyMapping with bIsPlayerMappable = true
  • Expose key remapping in UI: GetPlayerMappableKeys() and AddPlayerMappedKey()
  • Save custom bindings via Enhanced Input Local Player Subsystem
  1. Chorded Actions (Multi-Key Combinations)
  • Create Input Action IA_SuperAbility with EInputActionValueType::Boolean
  • Add Chorded Action trigger: requires IA_Modifier + IA_SuperAbility pressed simultaneously
  • Configure timing: Hold Time Threshold for precise chord detection
  • Use in complex ability combinations: Ctrl+Q, Shift+RClick, multi-button combos
  1. Input Debugging System
  • Enable Enhanced Input Developer Settings โ†’ Enable Debug Visualizations
  • Runtime debug: showdebug enhancedinput console command
  • Blueprint debugging: Print Enhanced Input Action Debug Info node
  • Create debug UI: display active contexts, triggered actions, and input values
  1. Input Replay and Recording
  • Use Input Replay Subsystem for gameplay recording/playback
  • Record inputs: StartRecording(SessionName) โ†’ StopRecording()
  • Playback: StartPlayback(SessionName) with deterministic replay
  • Testing automation: record player session, replay for consistent test scenarios
  1. Context Stacking and Priority Management
  • Stack contexts with explicit priorities: AddMappingContext(Context, Priority)
  • Create context hierarchy: Gameplay(0) โ†’ Vehicle(5) โ†’ UI(10) โ†’ Console(100)
  • Advanced transitions: SwapMappingContext() for instant context switching
  • Conditional contexts: enable/disable based on Gameplay Tags
  1. Advanced Triggers and Modifiers
  • Pulse trigger: converts hold to repeated pulses (auto-fire weapons)
  • Tap vs Hold distinction: short press vs long press different actions
  • Combo trigger: sequence detection (fighting game combos, cheat codes)
  • Custom modifiers: Dead Zone, Response Curve, Smooth Delta
  1. Platform-Specific Input Handling
  • Create platform variants: PMI_PC, PMI_Console, PMI_Mobile
  • Auto-detection: Get Platform Name โ†’ apply appropriate config
  • Input device switching: On Input Device Change event โ†’ swap contexts
  • Handle controller/mouse+keyboard seamless transitions
  1. Accessibility and Customization
  • Input Sensitivity scaling per action type (look, move, aim)
  • Hold/Toggle options: convert hold actions to toggles for accessibility
  • Visual input indicators: show button prompts with current bindings
  • Colorblind support: configurable input visualization colors

Data

  • DA_InputProfiles: per-player input configurations and sensitivity settings
  • DA_PlatformInputMaps: platform-specific default bindings and restrictions
  • Input analytics data: track most-used bindings, chord success rates

Networking

  • Input configs are client-only; don't replicate personal bindings
  • Standardize server-side action names regardless of client bindings
  • Input validation: server validates timing and possibility of client inputs

Performance

  • Input processing budget: <0.5ms per frame for input evaluation
  • Context switching cost: minimize during gameplay; batch changes
  • Memory: ~50KB per player for custom binding storage

Testing

  • Automated Input Testing: replay recorded sessions for regression testing
  • Chord Validation: test multi-key combinations under various timings
  • Platform Testing: validate bindings work on gamepad, mouse+keyboard, touch
  • Accessibility Testing: verify hold-to-toggle conversions work correctly

Advanced Patterns โ€‹

  1. Dynamic Input Context Generation
  • Runtime context creation based on equipped items/abilities
  • Vehicle-specific contexts generated from vehicle data assets
  • UI contexts that adapt to current screen/widget focus
  1. Input Analytics and Heatmaps
  • Track input usage patterns: most-used actions, timing distributions
  • Performance analysis: input latency measurement and optimization
  • Player behavior: identify unused bindings or problematic chord sequences
  1. Cross-Platform Input Synchronization
  • Seamless switching between controller and mouse+keyboard mid-game
  • Input device capability detection: adaptive UI based on available inputs
  • Cloud save integration: sync custom bindings across devices

Suggested prompts โ€‹

  • "UE 5.6 Enhanced Input. Create Player Mappable Input Config with custom key bindings UI and save/load functionality."
  • "Implement Chorded Actions for complex ability combinations with precise timing and debugging visualization."
  • "Show Input Replay system for automated testing: record player session, replay deterministically for validation."
  • "Create platform-specific input handling with seamless device switching and accessibility options."

Prompts for this example

  • "Design Blueprint nodes for runtime key remapping UI that saves custom bindings per player profile."
  • "Show Chorded Action setup for Ctrl+Q super ability with timing validation and input debugging display."

โš™๏ธ Core Systems

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