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unreal-enhanced-input

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

skills/unreal/unreal-enhanced-input/SKILL.md

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# Unreal Enhanced Input

Wire player input the modern UE5 way with the **Enhanced Input** system: data-driven Input
Actions and Mapping Contexts instead of the legacy Project Settings axis/action mappings.
Targets **UE 5.8** (Enhanced Input is the default; legacy input is deprecated).

## When to use

- Use when adding movement/look/jump/fire input, creating Input Action (`IA_`) and Input
  Mapping Context (`IMC_`) assets, applying modifiers/triggers, adding a mapping context to a
  player, or binding actions in C++ or Blueprints.
- Use when the project has `IA_*`/`IMC_*` assets or references `EnhancedInput`.

**When *not* to use:** engine-agnostic input *architecture* (rebinding strategy, buffering,
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