Guides implementing Unreal Enhanced Input system: Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping. Useful for adding or unifying input handling in UE5.
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/everything-game-dev-code:unreal-enhanced-inputThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.
Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.
SetupPlayerInputComponent via UEnhancedInputComponent, never to raw keysUEnhancedInputLocalPlayerSubsystem with explicit priorities, instead of branching inside handlersSetInputMode*) so menus consume input cleanly, and treat "UI open" as a context switch rather than per-handler checksUEnhancedInputUserSettings in newer versions), persist per user, and update on-screen prompts from the active mappingsULocalPlayer and validate device assignment per player on each target platformIsKeyDown checks outside the Enhanced Input setupengineering-common/input-abstraction; this skill is the Unreal-specific implementation of it.npx claudepluginhub mrcalderon3d/everything-game-dev-codeImplements Unity input with explicit action maps, device support, and UI/gameplay separation. Useful for multi-device support, rebinding, and accessibility.
Unity 6 Input System guide. Use when handling player input, controls, gamepad, keyboard, mouse, touch, or XR controllers. Covers the new Input System package (recommended), Input Actions, Action Maps, Control Schemes, PlayerInput component, and input debugging. Based on Unity 6.3 LTS documentation.
Implements input handling in Godot 4.3+ using InputEvent system, Input Map actions, controller/gamepad, mouse/touch, and action rebinding.