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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-enhanced-inputgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-enhanced-input)<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.
<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>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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 referencesEnhancedInput.
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
- Enable the module/plugin. Enhanced Input is on by default in UE5; for C++ binding add
"EnhancedInput"toPublicDependencyModuleNamesin*.Build.cs. - Create Input Actions (
IA_). Each has a Value Type:Digital (bool)for buttons,Axis1D (float)for triggers,Axis2D (Vector2D)for movement/look. - 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. - Add the mapping context to the player via the
EnhancedInputLocalPlayerSubsystem(AddMappingContext(IMC, Priority)), usually inBeginPlay/possession. - Bind actions to handlers by
ETriggerEvent(Triggered,Started,Completed, …) on theEnhancedInputComponent, and read theFInputActionValuein the handler. - 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)
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.
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.
- 12d ago First seen · 126 lines · 94 tokens per session scan A 84d4f7982d81
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.
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