Input actions and mappings
Project & assetsSet up Enhanced Input: Input Actions and the mapping contexts that bind them to keys and buttons.
What it’s for
This area creates Unreal’s Enhanced Input assets. An Input Action (an IA asset)
describes an intent like Jump, Fire or Look. An Input Mapping Context (an IMC asset)
binds keys and buttons to those actions at a given priority. Your assistant creates these assets,
binds keys, and tells you what they contain, without you clicking through the editor.
A typical setup is one Input Action per action, one mapping context per gameplay mode, and one key binding for each key you want. Use it when you are setting up a new control scheme, adding a key to an existing one, or checking what an asset binds before you change it.
This area only creates the assets. Turning a mapping context on during play happens in your gameplay Blueprints or C++. For on-screen widgets, see On-screen UI during play. To send input while the game runs, see Editor and Play-In-Editor.
Things you can ask
Create an Input Action and a mapping context
You get the action and the context that will hold its key bindings.
You: Set up a Jump action and a default mapping context under /Game/Input.
Created IA_Jump and IMC_Default under /Game/Input.Bind keys to an action
Several keys can trigger the same action in one context.
You: In IMC_Default, bind Space and gamepad A to jump.
Space and gamepad A now both trigger IA_Jump in IMC_Default.Check what an asset binds
Confirm what an Input Action or mapping context contains without opening it.
You: How many mappings does IMC_Default have, and what value type is IA_Jump?
IMC_Default has 2 mappings. IA_Jump is a Digital action and consumes input.