Enhanced Input: Blueprint setup (contexts, actions, triggers) โ
Official Tutorial by Epic Games
This comprehensive video tutorial covers the complete Enhanced Input system implementation from Epic Games themselves. Key timestamps:
01:30- Enhanced Input Overview04:15- Creating Input Actions & Mapping Contexts08:45- Blueprint Implementation12:20- Advanced Features & Modifiers
๏ฟฝ Official Documentation & Resources โ
Primary References: โ
- ๐ Enhanced Input Official Documentation - Complete system reference
- ๐ Input Actions & Mapping Contexts - Asset creation guide
- ๐ Enhanced Input Blueprint Implementation - Blueprint integration
Related Video Tutorials: โ
- ๐ฅ Enhanced Input Modifiers & Triggers - Advanced input processing
- ๐ฅ Input Mapping Context Switching - Dynamic context management
- ๐ฅ Platform-Specific Input Configs - Multi-platform setup
๐ ๏ธ Implementation Guide โ
What/Why: Modern input thatโs context-aware (gameplay, UI, vehicle) without per-tick logic. Cleanly routes events to Blueprints.
Prereqs
- Plugins: Enhanced Input (enabled by default in UE 5.6)
- Project Settings โ Input โ Default Classes use Enhanced Input
Steps
- Create assets
- Create Input Actions:
IA_Move (Axis2D),IA_Look (Axis2D),IA_Interact (Bool),IA_Jump (Bool) - Create Mapping Contexts:
IMC_Gameplay,IMC_UI
- Bind hardware in Mapping Contexts
- In
IMC_Gameplay: map WASD toIA_Move, Mouse toIA_Look, Space toIA_Jump, E toIA_Interact - Add relevant Triggers/Modifiers (e.g., Press and Release for interact; Dead Zone for sticks)
- Apply/Remove contexts at runtime
- In Player Controller or Pawn BP: On Begin Play โ Get Local Player โ Enhanced Input Local Player Subsystem โ Add Mapping Context (
IMC_Gameplay, Priority = 0) - When opening UI: Add
IMC_UI(Priority 10). When closing UI: RemoveIMC_UI
- Listen to input in Blueprints
- In the Pawn or a dedicated Input Component BP: add
IA_* (Triggered)events - Broadcast to gameplay components (e.g., MovementComponent, InteractionComponent)
Data
- DataAssets (optional):
DA_InputSettingswith soft refs toIMC_*andIA_*to centralize configuration
Networking
- Bind and process input only on owning client Pawn/Controller. Run gameplay logic on server via RPC (Server_*). Use tags/UI state to gate context swaps.
Performance
- Prefer event-driven
IA_*events over Tick. Use Triggers for holds/double-taps.
Testing
- Create a map with the Pawn/Controller setup
- Press E โ print โInteractโ once; hold Space โ jump once (no spamming); move/look axes update debug text
Notes
- For platform variants, use Player Mappable Input Configs; add per-platform redirects in Enhanced Input โ Platform Settings.
Suggested prompts โ
- โUE 5.6 Blueprints only. Create
IA_Move (Axis2D),IA_Look (Axis2D),IA_Interact (Bool),IA_Jump (Bool)and mapping contextsIMC_GameplayandIMC_UI. Show the exact Blueprint nodes to add/remove contexts at runtime in Player Controller or Pawn.โ - โExplain which Triggers/Modifiers to add for interact (pressed once), jump (no spam), and move/look (dead zones). Return exact settings.โ
- โWhere should I listen for
IA_*events (Pawn vs Controller vs Component) and how do I broadcast them to components cleanly?โ - โGive a troubleshooting checklist when actions fire twice or not at all. Include common causes and quick fixes.โ
Prompts for this example
- โUsing my current
IMC_GameplayandIA_Interact, show the nodes to print โInteractโ once on press and never repeat on hold.โ - โGiven two contexts
IMC_Gameplay(0) andIMC_UI(10), write the BP logic to swap toIMC_UIon menu open and back on close.โ