setup-input

Configure Unreal Engine Enhanced Input actions, mapping contexts, modifiers, and triggers via MCP tools.

Updated May 29, 2026
One-click install
npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill setup-input-janvogelsang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: setup-input
Source: https://github.com/JanVogelsang/UE-AgentFramework/tree/main/UnrealEngine/skills/setup-input
Command: npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill setup-input-janvogelsang

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up Unreal Engine's Enhanced Input system requires creating Input Action assets, building Input Mapping Contexts, binding keys with modifiers and triggers, and wiring C++ or Blueprint handlers — a repetitive multi-step process that is easy to get wrong. ## Core Features & Use Cases - Input Action Creation: Create Input Action assets with Digital, Axis1D, Axis2D, or Axis3D value types through the create_input_action MCP tool. - Mapping Context & Key Bindings: Create Input Mapping Contexts and bind keys with modifiers like Negate and SwizzleAxis, plus triggers such as Pressed, Hold, and Tap. - C++ and Blueprint Binding: Generate the UPROPERTY declarations, SetupPlayerInputComponent overrides, and handler functions, or bind actions directly in Blueprint graphs. - Use Case: Ask the agent to set up a Sprint action — it creates IA_Sprint, binds LeftShift with a 0.5s Hold trigger in IMC_Default, and scaffolds the character binding code. ## Quick Start Set up an Enhanced Input action named Sprint bound to LeftShift with a hold trigger in my Unreal project.

Frequently Asked Questions about setup-input

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up Enhanced Input in Unreal Engine 5?▼

Create an Input Action asset with a value type (Digital, Axis1D, Axis2D, or Axis3D), add it to an Input Mapping Context with a key binding, then bind the action in SetupPlayerInputComponent using UEnhancedInputComponent. This Skill automates those steps via MCP tools.

How to add input modifiers and triggers to key mappings in Unreal?▼

Use the configure_input_mapping_modifiers_triggers MCP tool with the context asset, input action, and key. Modifiers like Negate and SwizzleAxis transform input values, while triggers like Hold, Pressed, and Tap control when the action fires.

Does Enhanced Input work with both C++ and Blueprint?▼

Yes. In C++, declare a UPROPERTY InputAction and bind it in SetupPlayerInputComponent via UEnhancedInputComponent::BindAction. In Blueprint, add an Enhanced Action event node for the action and wire logic to its Triggered or Started pins.

Why is my Enhanced Input action not firing in Unreal Engine?▼

Common causes include the EnhancedInput plugin not being enabled, missing EnhancedInput in PublicDependencyModuleNames in the .Build.cs file, or the Input Mapping Context not being added to the player's local player subsystem.

What value types does Unreal Enhanced Input support?▼

Enhanced Input supports Digital (bool), Axis1D (float), Axis2D (Vector2D), and Axis3D (Vector) value types. Choose the type based on whether the action is a button press, a single axis, or directional movement.