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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 Overview
  • 04:15 - Creating Input Actions & Mapping Contexts
  • 08:45 - Blueprint Implementation
  • 12:20 - Advanced Features & Modifiers

๏ฟฝ Official Documentation & Resources โ€‹

Primary References: โ€‹

๐Ÿ› ๏ธ Implementation Guide โ€‹

What/Why: Modern input thatโ€™s 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

  1. Create assets
  • Create Input Actions: IA_Move (Axis2D), IA_Look (Axis2D), IA_Interact (Bool), IA_Jump (Bool)
  • Create Mapping Contexts: IMC_Gameplay, IMC_UI
  1. Bind hardware in Mapping Contexts
  • In IMC_Gameplay: map WASD to IA_Move, Mouse to IA_Look, Space to IA_Jump, E to IA_Interact
  • Add relevant Triggers/Modifiers (e.g., Press and Release for interact; Dead Zone for sticks)
  1. 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: Remove IMC_UI
  1. 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_InputSettings with soft refs to IMC_* and IA_* 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 โ€œInteractโ€ 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€‹

  • โ€œUE 5.6 Blueprints only. Create IA_Move (Axis2D), IA_Look (Axis2D), IA_Interact (Bool), IA_Jump (Bool) and mapping contexts IMC_Gameplay and IMC_UI. Show the exact Blueprint nodes to add/remove contexts at runtime in Player Controller or Pawn.โ€
  • โ€œExplain which Triggers/Modifiers to add for interact (pressed once), jump (no spam), and move/look (dead zones). Return exact settings.โ€
  • โ€œWhere should I listen for IA_* events (Pawn vs Controller vs Component) and how do I broadcast them to components cleanly?โ€
  • โ€œGive a troubleshooting checklist when actions fire twice or not at all. Include common causes and quick fixes.โ€

Prompts for this example

  • โ€œUsing my current IMC_Gameplay and IA_Interact, show the nodes to print โ€˜Interactโ€™ once on press and never repeat on hold.โ€
  • โ€œGiven two contexts IMC_Gameplay (0) and IMC_UI (10), write the BP logic to swap to IMC_UI on menu open and back on close.โ€

โš™๏ธ Core Systems

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๐Ÿ’ก Recommended Next Steps

๐Ÿ”ง AdvancedEnhanced Input Advanced FeaturesLearn advanced input patterns like Player Mappable Configs