Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
23 results for InputAction
K2Node_EnhancedInputAction. ActionValue type depends on InputAction (Bool, Float, Axis2D, Axis3D). Triggers: Started, Ongoing, Triggered, Completed, Canceled.
EnhancedInputActionUE 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoA reusable input definition (Jump, Attack, Look). Pure data — bind it to keys via an InputMappingContext.
Why: A node references the InputAction '{ia}' which was deleted, renamed, or never created. The compiler can't bind to it. Fix: In Content Browser, search for '{ia}'. If found: re-link the node by dropping it on the workspace + replacing the broken reference. If missing: create the InputAction (Content Browser → right-click → Input → Input Action), then add it to your InputMappingContext.
Setup: Create InputAction assets (IA_Move Axis2D, IA_Jump Digital). Create InputMappingContext (IMC_Default) mapping keys to IAs. BeginPlay: GetPlayerController → GetEnhancedInputLocalPlayerSubsystem → AddMappingContext(IMC_Default, 0). Bind: EnhancedInputAction IA_Move → Triggered pin → ActionValue → BreakVector2D → AddMovementInput.
The modern UE input system (5.0+). InputAction + InputMappingContext replace the legacy axis/action mappings.
Maps keyboard/gamepad keys to InputActions, with optional modifiers (deadzone, swizzle). Add to a PlayerController via AddMappingContext.
Must call EnableInput(GetPlayerController(0)) before BindAction/BindAxis events fire on the actor.
EnableInputUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUE5 Enhanced Input replaces legacy BindAxis/BindAction. In BP: use 'Enhanced Action Events' category nodes (IA_ nodes appear automatically). ETriggerEvent: Started (pressed), Triggered (held), Completed (released). Input Action outputs: 'Action Value' (InputActionValue struct) and typed output.
EnhancedInputComponent_BindActionUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSETUP (once per project): 1. Create Input Mapping Context (IMC_Default) in content browser. 2. Create Input Actions (IA_Move, IA_Jump, IA_Look) — set Value Type. 3. In IMC_Default, map keys to each IA. IN CHARACTER EventBeginPlay: GetController → CastTo<PlayerController> → GetSubsystem(UEnhancedInputLocalPlayerSubsystem) → AddMappingContext(IMC_Default, Priority=0). IN EVENT GRAPH: Right-click → search IA_Move → 'IA_Move (EnhancedInputAction)' node appears with Triggered/Started/Completed exec outputs and 'Action Value' data output. For 2D movement: IA_Move → GetAxis2D(ActionValue) → X to AddMovementInput(GetActorRightVector, ScaleValue=X), Y to AddMovementInput(GetActorForwardVector, ScaleValue=Y).
Set Input Mode Game And UIUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago