unreal-enhanced-input

unreal-enhanced-input is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 94 tokens per session (1,489 once invoked), scanned A, original, Apache-2.0.

A guide to Unreal Engine 5’s Enhanced Input system for connecting player actions to keyboard, controller, or other device input.

In plain words
What is it for?
Use it for movement, looking, jumping, firing, input modifiers and triggers, and creating Input Action or Input Mapping Context assets.
Why use it?
It explains how to replace older input mappings with named actions and contexts that can be configured and bound in C++ or Blueprints.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unreal plugin — 6 skills shipped together , and of gamedev

Good fit Use it for movement, looking, jumping, firing, input modifiers and triggers, and creating Input Action or Input Mapping Context assets.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-input
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unreal, the plugin that ships this one along with the rest of its 6 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-enhanced-input

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unreal-enhanced-input

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 94 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,489 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00094 $0.01489
Opus 5 $0.00047 $0.00745
Sonnet 5 $0.00019 $0.00298
Haiku 4.5 $0.00009 $0.00149

Measured 12d ago against content hash 84d4f7982d81, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

unreal-enhanced-input scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/unreal/unreal-enhanced-input/SKILL.md · 126 lines

How it starts

The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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, multi-device design) → input-systems. The Pawn/Character C++ those bindings live in → unreal-cpp-gameplay.

Core workflow

  1. Enable the module/plugin. Enhanced Input is on by default in UE5; for C++ binding add "EnhancedInput" to PublicDependencyModuleNames in *.Build.cs.
  2. Create Input Actions (IA_). Each has a Value Type: Digital (bool) for buttons, Axis1D (float) for triggers, Axis2D (Vector2D) for movement/look.
  3. Create an Input Mapping Context (IMC_) that maps keys/buttons to those actions. Use Modifiers to shape raw input (Negate, Swizzle Input Axis Values, Dead Zone) — e.g. WASD into one Axis2D needs Negate on A/S and a Swizzle on W/S. Use Triggers (Pressed, Hold, Tap) to decide when an action fires.
  4. Add the mapping context to the player via the EnhancedInputLocalPlayerSubsystem (AddMappingContext(IMC, Priority)), usually in BeginPlay/possession.
  5. Bind actions to handlers by ETriggerEvent (Triggered, Started, Completed, …) on the EnhancedInputComponent, and read the FInputActionValue in the handler.
  6. Verify in PIE; the Enhanced Input debugging console commands (showdebug enhancedinput) show which actions trigger and their values.

Patterns

1. Add the mapping context (C++ Character)

Read the full file on GitHub · 126 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 126 lines · 94 tokens per session scan A 84d4f7982d81

Subscribe to this mod's changes

unreal-enhanced-input is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 94 tokens to every session and 1,489 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.