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.
21 results for InputMappingContext
Maps keyboard/gamepad keys to InputActions, with optional modifiers (deadzone, swizzle). Add to a PlayerController via AddMappingContext.
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.
A reusable input definition (Jump, Attack, Look). Pure data — bind it to keys via an InputMappingContext.
UEnhancedInputLocalPlayerSubsystem::AddMappingContext. Get subsystem via GetEnhancedInputLocalPlayerSubsystem.
Add Mapping ContextUE 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGet subsystem: GetSubsystem(UEnhancedInputLocalPlayerSubsystem, GetPlayerController(0)). Call in EventBeginPlay on the Character or PlayerController. Priority: higher number overrides lower number mappings.
AddMappingContextUE 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).
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 agoSetInputMode_UIOnlyUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago