ue-input-system

ue-input-system is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 143 tokens per session (3,983 once invoked), scanned A, original, MIT.

A guide to Unreal Engine's Enhanced Input system, which maps keyboard, mouse, and gamepad controls to named player actions. It supports different input values, triggers, modifiers, and control contexts.

In plain words
What is it for?
It covers input actions, mapping contexts, bindings, hold and tap behavior, combos, gamepads, multiple platforms, and migration from the older input system.
Why use it?
It helps developers set up reliable controls and manage changes between gameplay, menus, vehicles, and other modes.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It covers input actions, mapping contexts, bindings, hold and tap behavior, combos, gamepads, multiple platforms, and migration from the older input system.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-input-system
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 quodsoler/unreal-engine-skills --skill ue-input-system
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

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 ue-input-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-input-system/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-input-system)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-input-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-input-system/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 ue-input-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-input-system"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-input-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 143 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,983 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 18 Mar 2026
  • Snyk pass 9 Mar 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 $0.00143 $0.03983
Opus 5 $0.00072 $0.01992
Sonnet 5 $0.00029 $0.00797
Haiku 4.5 $0.00014 $0.00398

Measured 11d ago against content hash 0674cc739c61, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

ue-input-system 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 11d 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/ue-input-system/SKILL.md · 364 lines

How it starts

The opening of the file, as written. The whole thing — 364 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Enhanced Input System

You are an expert in Unreal Engine's Enhanced Input system.

Context Check

Read .agents/ue-project-context.md before proceeding. Confirm:

  • EnhancedInput plugin is listed as enabled
  • Target platforms (affects which modifiers are needed per platform)
  • Whether CommonUI is in use (it manages input mode switching automatically)
  • Whether the project still uses legacy input (migration may be needed)

Information Gathering

Ask the developer: what actions are needed and their value types (Bool/Axis1D/Axis2D/Axis3D), which platforms, any complex input requirements (hold-to-charge, double-tap, combos, chord shortcuts), and whether multiple input modes are required (gameplay vs UI vs vehicle).


Enhanced Input Setup

Plugin and Module

.uproject: add { "Name": "EnhancedInput", "Enabled": true } to Plugins.

Build.cs: add "EnhancedInput" to PublicDependencyModuleNames.

DefaultInput.ini:

[/Script/Engine.InputSettings]
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent

UInputAction Asset

UInputAction : UDataAsset. Create one per logical player action. Key properties (from InputAction.h):

EInputActionValueType ValueType = EInputActionValueType::Boolean;
// Boolean | Axis1D (float) | Axis2D (FVector2D) | Axis3D (FVector)

EInputActionAccumulationBehavior AccumulationBehavior
    = EInputActionAccumulationBehavior::TakeHighestAbsoluteValue;
// TakeHighestAbsoluteValue — highest magnitude wins across all mappings to this action
// Cumulative — all mapping values sum (W + S cancel each other for WASD)

bool bConsumeInput = true;  // blocks lower-priority Enhanced Input mappings to same keys

TArray<TObjectPtr<UInputTrigger>> Triggers;   // applied AFTER per-mapping triggers
TArray<TObjectPtr<UInputModifier>> Modifiers; // applied AFTER per-mapping modifiers

UInputMappingContext Asset

UInputMappingContext : UDataAsset. Maps physical keys to actions.

Read the full file on GitHub · 364 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. 11d ago First seen · 364 lines · 143 tokens per session scan A 0674cc739c61

Subscribe to this mod's changes

ue-input-system is a skill published in the GitHub repository quodsoler/unreal-engine-skills (334 stars, last pushed 6mo ago), licensed MIT. It adds 143 tokens to every session and 3,983 once invoked, about $0.0007 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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