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 quodsoler/unreal-engine-skills --skill ue-input-systemgit clone --depth 1 https://github.com/quodsoler/unreal-engine-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/quodsoler/unreal-engine-skills/ue-input-system)<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.
<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>- Socket pass
- Snyk 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 | $0.00143 | $0.03983 |
| Opus 5 | $0.00072 | $0.01992 |
| Sonnet 5 | $0.00029 | $0.00797 |
| Haiku 4.5 | $0.00014 | $0.00398 |
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.
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:
EnhancedInputplugin 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.
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.
- 11d ago First seen · 364 lines · 143 tokens per session scan A 0674cc739c61
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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