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.