What problem does it solve? Setting up player controls in Unreal Engine 5 requires coordinating Input Actions, Input Mapping Contexts, the Enhanced Input subsystem, and C++ action bindings, and misconfiguring any step causes silent input failures or crashes. This Skill provides the complete setup checklist, binding patterns, and debugging guidance to wire player input correctly the first time. ## Core Features & Use Cases - Action and Context Setup: Create UInputAction assets with correct value types (Boolean, Axis1D, Axis2D, Axis3D) and UInputMappingContext assets with per-key modifiers and triggers. - C++ Action Binding: Bind actions via UEnhancedInputComponent::BindAction with the correct ETriggerEvent (Started, Triggered, Completed, Canceled, Ongoing) and read values from FInputActionValue. - Runtime Context Switching: Push and pop mapping contexts at runtime for on-foot, in-vehicle, or UI input modes using UEnhancedInputLocalPlayerSubsystem. - Use Case: When building a third-person shooter character, use this Skill to bind WASD movement as an Axis2D action with Swizzle and Negate modifiers, bind jump to Started/Completed events, and add an ADS aim context that adjusts camera behavior without switching to first person. ## Quick Start Ask the AI to set up Enhanced Input movement, look, and jump bindings for a new UE5 Character class in C++.