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Enhanced Input

Enhanced Input is UE’s modern input system (UE 5.0+). kumo can create Input Action assets, configure their value types and modifiers, create Mapping Contexts, and wire input event nodes into Blueprints.

Create an Input Action called IA_Jump in /Game/Input with value type Digital (bool) Create IA_Move with value type Axis2D

Value types: Digital (bool), Axis1D (float), Axis2D (Vector2D), Axis3D (Vector).

Add a Pressed trigger to IA_Jump Add a Hold trigger to IA_Crouch with a hold threshold of 0.5 seconds

Common triggers: InputTriggerDown, InputTriggerPressed, InputTriggerReleased, InputTriggerHold, InputTriggerTap, InputTriggerPulse, InputTriggerChordAction, InputTriggerCombo.

Add a DeadZone modifier to IA_Move Add a SwizzleAxis modifier to IA_Look to swap X and Y axes

Common modifiers: InputModifierDeadZone, InputModifierScalar, InputModifierNegate, InputModifierSmooth, InputModifierSwizzleAxis, InputModifierFOVScaling, InputModifierResponseCurveExponential.

Create an Input Mapping Context called IMC_Default in /Game/Input Map IA_Jump to the SpaceBar key in IMC_Default Map IA_Move to W (forward), S (backward), A (left), D (right)

Common key names: SpaceBar, W, A, S, D, LeftMouseButton, RightMouseButton, Gamepad_LeftX, Gamepad_LeftY, Gamepad_RightX, Gamepad_RightY, Gamepad_FaceButton_Bottom.

In IMC_Default, rebind IA_Crouch from C to LeftControl Remove the E binding from IA_Use in IMC_Default

A rebind is a single operation, so the old key is never left bound beside the new one, and the mapping keeps its own triggers and modifiers. Both are refused, with the keys the action is actually bound to, when the mapping you name does not exist.

Add a Negate modifier to the S mapping for IA_Move Add a SwizzleAxis modifier to the A and D mappings for IA_Move

This is how WASD axis input is typically configured — negate backward and sideward bindings to produce the correct 2D vector.

In BP_Character, add an Enhanced Input Action event for IA_Jump on the Triggered output, and call Jump from it Add an Enhanced Input Action event for IA_Move and feed the Action Value into the AddMovementInput function

Blueprint event nodes created by kumo have output exec pins: Triggered, Started, Ongoing, Completed, Canceled, and data pins: Action Value, Elapsed Seconds, Triggered Seconds.

Create IA_Jump (Digital) and IA_Move (Axis2D) in /Game/Input. Create IMC_Default and map Jump to SpaceBar, Move to WASD with correct negation modifiers. In BP_Character, wire IA_Jump Triggered to Jump() and IA_Move Triggered to AddMovementInput.