Skip to main content

input kit

126 tools. Generated from the plugin source; do not edit by hand.

Guide​

Authoring and testing input for a project: Enhanced Input assets (Input Actions, Input Mapping Contexts, key mappings with modifiers and triggers), Player Mappable Key Settings and user settings, Project Settings > Input (classic mappings, axis config, console keys, mouse/viewport options), Enhanced Input developer settings, PIE-time injection and queries, and Blueprint wiring.

Works on UE 4.27 through 5.8. Tools marked with a minimum engine version are hidden on older engines. The kit is split over four classes (UUeaKit_Input, UUeaKit_InputAssets, UUeaKit_InputSettings, UUeaKit_InputRuntime) that all expose the input. namespace.

Tools​

Assets and mappings​

ToolPurpose
input.create_action / input.create_mapping_contextNew UInputAction (valueType: bool, axis1d, axis2d, axis3d) / empty UInputMappingContext.
input.list_actions / input.list_contextsRegistry search by folder + name substring.
input.asset_exists / input.mapping_existsExistence checks (returns kind / mapping index).
input.duplicate_asset / input.rename_asset / input.delete_assetAsset lifecycle for actions, contexts and mappable configs.
input.get_action / input.set_action_properties / input.set_action_optionsValue type, consumeInput, triggerWhenPaused, description, reserveAllMappings, accumulationBehavior (5.3+), any property.
input.get_context / input.set_context_descriptionEvery mapping with indices; description and other context properties.
input.add_mapping / input.remove_mapping / input.clear_mappingsMap one key, unmap one, unmap all.
input.set_mapping_key / input.update_mappingChange the key (or action+key by index) of an existing mapping, keeping behaviours.
input.remove_action_mappings / input.remove_key_mappingsRemove every mapping of an action / of a key.
input.edit_contextBatch add + remove mappings in one call.
input.build_context_from_specBuild or fill a context from mappings:[{action, key, modifiers:[{className, properties}], triggers:[...]}], creating missing actions.
input.find_mappingsFind which contexts map an action and/or a key.
input.validate_contextUnbound actions, duplicate mappings, null/duplicate/conflicting triggers, chord without action, key/value-type mismatches, shared keys.
input.create_standard_setIA_Move/Look/Jump/Sprint/Interact (+Crouch/Fire) and IMC_Default with WASD, mouse, Space, Shift, E and gamepad.
input.migrate_legacy_to_enhancedClassic Action/Axis mappings -> Input Actions + IMC (scale -1 = Negate, other scales = Scalar).

Modifiers and triggers​

ToolPurpose
input.list_modifier_types / input.list_trigger_types / input.get_type_infoAvailable classes; per-class editable properties with type, default, tooltip, enum values.
input.add_modifier / input.add_triggerGeneric add by class name to a mapping (Context+Action+Key), with properties.
input.add_action_modifier / input.add_action_trigger / input.remove_action_modifier / input.remove_action_triggerSame on the Input Action asset (applies to every mapping).
input.remove_modifier / input.remove_triggerRemove from a mapping by index.
input.set_modifier_properties / input.set_trigger_propertiesSet properties by index; key empty = action-level.
input.reorder_modifier / input.reorder_triggerMove an entry (modifiers run in array order).
Typed modifiers: input.add_negate, add_swizzle, add_scalar, add_dead_zone, add_smooth, add_fov_scaling, add_to_world_space, add_response_curve_exponential, add_response_curve_user, add_scale_by_delta_time (5.1+), add_smooth_delta (5.4+)Each takes the real properties of its class. key empty = on the action.
Typed triggers: input.add_pressed, add_released, add_down, add_hold, add_hold_and_release, add_tap, add_pulse, add_chord_action, add_combo (5.1+), add_repeated_tap (5.6+)Same.

Player mappable settings (5.1+/5.3+)​

ToolPurpose
input.set_action_mappable_settings (5.3+)Player Mappable Key Settings on an action: mapping name, displayName, displayCategory (or clear).
input.set_mapping_mappable_settings (5.3+)Per-mapping behaviour: inherit / override (own settings) / ignore.
input.list_mappable_names (5.3+)Every mappable name under a folder.
input.create_mappable_input_config / input.set_mappable_input_config_context / input.get_mappable_input_config (5.1+)PlayerMappableInputConfig assets (deprecated by Epic from 5.3).

Keys​

ToolPurpose
input.list_keysFKey names with category, axis type, gamepad/mouse flags (filter substring).
input.find_keyResolve a name or display name; all flags (touch, gesture, modifier, digital/analog, paired axis, deprecated).
input.list_key_categoriesMenu categories with counts.

Project Settings > Input​

ToolPurpose
input.get_input_settings / input.set_input_settingsAny UInputSettings property by name; writes DefaultInput.ini.
input.set_default_input_classesDefaultPlayerInputClass / DefaultInputComponentClass (EnhancedPlayerInput / EnhancedInputComponent).
input.list_axis_config / input.set_axis_configPer-axis dead zone, sensitivity, exponent, invert.
input.list_console_keys / input.add_console_key / input.remove_console_keyConsole keys.
input.set_viewport_input_settingsMouse capture/lock modes, smoothing, FOV scaling, double-click time, touch interface, fullscreen toggles.
input.add_action_mapping / input.add_axis_mapping / input.remove_action_mapping / input.remove_axis_mapping / input.list_legacy_mappingsClassic mappings.
input.get_legacy_mapping / input.rename_legacy_mapping / input.set_axis_mapping_scale / input.remove_all_legacy_mappingsClassic mapping extras.
input.get_enhanced_developer_settings / input.set_enhanced_developer_settings (5.1+)UEnhancedInputDeveloperSettings (user settings on/off, classes, world subsystem, input modes).
input.list_default_mapping_contexts / input.add_default_mapping_context / input.remove_default_mapping_context (5.2+)Contexts auto-applied to every player (or the world subsystem) with priority / add-immediately / register-with-user-settings.
input.get_enhanced_editor_settings / input.set_enhanced_editor_settings (5.1+)Editor-side Enhanced Input settings (Project. prefix for the editor project settings).

PIE (runtime)​

ToolPurpose
input.pie_statusIs PIE running, player controller/pawn, input classes, subsystem availability.
input.pie_inject_actionInject a value for an action for one frame (bool/axis from value.x/y/z).
input.pie_inject_key / input.pie_inject_axisRaw key events (pressed/released/repeat/doubleclick/tap) and axis deltas through the player controller.
input.pie_list_applied_contexts / pie_add_context / pie_remove_context / pie_clear_contextsMapping contexts on the live player (runtime only).
input.pie_get_action_value / input.pie_query_keys_for_actionCurrent value/trigger state; keys mapped in the active set.
input.pie_list_bound_actions / input.pie_list_legacy_bindingsBindings on the controller's and pawn's input components.
input.pie_get_user_settings / pie_list_player_key_mappings / pie_map_player_key / pie_unmap_player_key / pie_reset_player_key_row / pie_save_user_settings / pie_set_key_profile / pie_register_context_with_user_settings (5.3+)Enhanced Input user settings: key profiles and player key rebinding.
input.press_editor_keyPress Ctrl+S-style chords or type text into the focused editor widget.

Blueprint wiring​

ToolPurpose
input.setup_default_contextAdds an InputMappingContext variable with a default value (no graph changes).
input.add_context_to_blueprint_begin_playInserts BeginPlay -> (GetController -> Cast) -> GetSubsystem(EnhancedInputLocalPlayerSubsystem) -> AddMappingContext into a PlayerController/Pawn Blueprint and compiles. Idempotent.
input.list_blueprint_input_eventsEnhanced action, classic action/axis and key event nodes (+ AddMappingContext calls) in the event graphs.
input.add_enhanced_action_event / input.add_legacy_action_event / input.add_legacy_axis_event / input.add_key_eventEvent nodes; existing identical nodes are returned instead of duplicated.
input.remove_input_eventRemove an input event node by GUID.

Recipe: complete Enhanced Input setup in five calls​

  1. input.create_standard_set {folder:"/Game/Input"} -> IA_* actions + IMC_Default with keyboard/mouse/gamepad.
  2. input.set_default_input_classes {playerInputClass:"EnhancedPlayerInput", inputComponentClass:"EnhancedInputComponent"} (5.1+ projects already default to these).
  3. input.add_context_to_blueprint_begin_play {blueprint:"BP_PlayerCharacter", context:"IMC_Default", priority:0}.
  4. input.add_enhanced_action_event {blueprint:"BP_PlayerCharacter", action:"IA_Jump"} then connect the Triggered pin with bp.connect_pins (repeat for IA_Move etc.).
  5. input.validate_context {context:"IMC_Default"} then asset.save_all.

Recipe: hand-built context with a declarative spec​

input.build_context_from_spec {
"name": "IMC_Vehicle", "folder": "/Game/Input",
"mappings": [
{"action": "IA_Throttle", "valueType": "axis1d", "key": "W"},
{"action": "IA_Throttle", "key": "S", "modifiers": [{"className": "Negate"}]},
{"action": "IA_Throttle", "key": "Gamepad_RightTriggerAxis"},
{"action": "IA_Handbrake", "key": "SpaceBar", "triggers": [{"className": "Hold", "properties": [{"key": "HoldTimeThreshold", "value": "0.3"}]}]}
]
}

Recipe: test without touching the keyboard (PIE)​

  1. Start PIE (edit kit), input.pie_status.
  2. input.pie_list_applied_contexts - if empty, input.pie_add_context {context:"IMC_Default"} for this session.
  3. input.pie_inject_action {action:"IA_Jump", value:{x:1}} or input.pie_inject_key {key:"SpaceBar", event:"tap"}.
  4. input.pie_get_action_value {action:"IA_Move"} while input.pie_inject_axis {key:"Gamepad_LeftX", delta:1}.

Recipe: player key rebinding (5.3+)​

  1. input.set_action_mappable_settings {action:"IA_Jump", name:"Jump", displayName:"Jump", displayCategory:"Movement"}.
  2. input.set_enhanced_developer_settings {properties:[{key:"bEnableUserSettings", value:"true"}]} and input.add_default_mapping_context {context:"IMC_Default", registerWithUserSettings:true}.
  3. In PIE: input.pie_list_player_key_mappings, input.pie_map_player_key {mappingName:"Jump", newKey:"F", slot:"First"}, input.pie_save_user_settings.

Recipe: classic input (4.27 projects without Enhanced Input in the pawn)​

  1. input.add_axis_mapping {name:"MoveForward", key:"W", scale:1} and {key:"S", scale:-1}
  2. input.add_action_mapping {name:"Jump", key:"SpaceBar"}
  3. input.add_legacy_axis_event {blueprint:"BP_Pawn", name:"MoveForward"} / input.add_legacy_action_event {..., name:"Jump"}.
  4. Later: input.migrate_legacy_to_enhanced {removeLegacy:false} to convert.

Gotchas​

  • Key names are FKey names, not labels: SpaceBar, LeftMouseButton, Mouse2D, MouseX, Gamepad_LeftX, Gamepad_Left2D, Gamepad_FaceButton_Bottom. Matching is case-insensitive and display names work too (input.find_key shows suggestions).
  • A 2D action mapped to a 1D key needs Swizzle to drive Y; Negate inverts. Property values use engine text form (true, 0.5, (X=1,Y=0,Z=0), enum names like YXZ, Radial).
  • Typed add tools with key empty target the Input Action asset (applies to all mappings); with context + key they target one mapping. set_*_properties / reorder_* work the same way.
  • add_mapping refuses a duplicate Action+Key; edit_context / build_context_from_spec skip duplicates instead. Indices come from get_context and shift after a removal.
  • set_action_properties, set_viewport_input_settings, set_axis_config use text tri-states for booleans ("false"); empty means "leave unchanged".
  • add_context_to_blueprint_begin_play uses a literal asset reference unless variableName is given; it splices before whatever BeginPlay already executed and returns the created nodes.
  • pie_* tools need a running PIE session and affect the live player only (nothing is saved); injected action values last one frame. Legacy key injection goes through the PlayerController so both classic and Enhanced mappings react.
  • press_editor_key targets the editor's focused Slate widget (not the game viewport).
  • Combo triggers are deprecated by Epic in 5.8 but still work; add_combo sets the steps through reflection so the property names of every 5.x version are handled.
  • remove_all_legacy_mappings, delete_asset, clear_mappings and remove_input_event are destructive; asset edits are undoable with edit.undo, settings writes go straight to the .ini.
  • New assets are dirty in memory until asset.save / asset.save_all.

Tools​

Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above MaxAutoRisk need "_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours the dryRun argument. smoke = covered by edit.self_test.

input.add_action_mapping (risk 4, mutates)​

Adds a classic Action Mapping (Name + Key + modifier keys) to Project Settings > Input and saves DefaultInput.ini.

ArgumentTypeDescription
namestringrequired. Action mapping name, e.g. "Jump".
keystringrequired. FKey name, e.g. "SpaceBar".
shiftbooleanDefault false.
ctrlbooleanDefault false.
altbooleanDefault false.
cmdbooleanDefault false.

Returns: actionMappings, axisMappings, message.

input.add_action_modifier (risk 2, mutates, smoke)​

Adds a modifier class to the Input Action asset itself (applies to every mapping of the action).

ArgumentTypeDescription
actionstringrequired. Input Action asset (path or bare name).
classNamestringrequired. Class: short ("Negate", "Hold"), full ("InputModifierNegate") or display name.
propertiesarray of UeaKeyValueProperties to set on the new object, e.g. HoldTimeThreshold=0.5.

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.add_action_trigger (risk 2, mutates, smoke)​

Adds a trigger class to the Input Action asset itself.

ArgumentTypeDescription
actionstringrequired. Input Action asset (path or bare name).
classNamestringrequired. Class: short ("Negate", "Hold"), full ("InputModifierNegate") or display name.
propertiesarray of UeaKeyValueProperties to set on the new object, e.g. HoldTimeThreshold=0.5.

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.add_axis_mapping (risk 4, mutates)​

Adds a classic Axis Mapping (Name + Key + Scale) to Project Settings > Input and saves DefaultInput.ini.

ArgumentTypeDescription
namestringrequired. Axis mapping name, e.g. "MoveForward".
keystringrequired. FKey name, e.g. "W" or "Gamepad_LeftY".
scalenumberAxis scale (use -1 for the opposite direction). Default 1. Default 1.0.

Returns: actionMappings, axisMappings, message.

input.add_chord_action (risk 2, mutates, smoke)​

Adds a Chorded Action trigger (only fires while ChordAction is triggering, e.g. Shift+key).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
chordActionstringrequired. Input Action that must be triggering for this one to fire (path or bare name).

Returns: target, behaviour, behaviours, note.

input.add_combo (risk 2, mutates, UE 5.1+, smoke)​

Adds a Combo trigger with ordered steps and optional cancel actions (deprecated by Epic in 5.8 but still functional).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
stepsarray of UeaInputComboSteprequired. Ordered combo steps.
cancelActionsarray of stringInput Actions that cancel the combo (paths or bare names).

Returns: target, behaviour, behaviours, note.

input.add_console_key (risk 4, mutates)​

Adds a console key and saves the config.

ArgumentTypeDescription
keystringrequired. FKey name, e.g. "Tilde".

Returns: keys, message.

input.add_context_to_blueprint_begin_play (risk 2, mutates)​

Inserts BeginPlay -> (GetController -> Cast to PlayerController) -> GetSubsystem(EnhancedInputLocalPlayerSubsystem) -> AddMappingContext(Context, Priority) into a PlayerController/Pawn Blueprint and compiles it.

ArgumentTypeDescription
blueprintstringrequired. PlayerController or Pawn/Character Blueprint (path or bare name).
contextstringrequired.
priorityintegerDefault 0.
variableNamestringWhen set, the context is read from this InputMappingContext variable (created with the context as default when missing). Empty = literal asset reference on the node.
compilebooleanCompile the Blueprint afterwards. Default true. Default true.

Returns: blueprint, nodes, alreadyWired, compiled, compileStatus, message.

input.add_dead_zone (risk 2, mutates, smoke)​

Adds a Dead Zone modifier (lower/upper thresholds, Axial or Radial).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
lowerThresholdnumberDefault 0.2.
upperThresholdnumberDefault 1.0.
typestring"Axial" or "Radial" (default). Newer engines also accept "UnscaledRadial". Default TEXT("Radial").

Returns: target, behaviour, behaviours, note.

input.add_default_mapping_context (risk 4, mutates, UE 5.2+)​

Adds or updates a context in the automatic default list with priority / add-immediately / register-with-user-settings flags.

ArgumentTypeDescription
contextstringrequired.
priorityintegerDefault 0.
addImmediatelybooleanDefault true.
registerWithUserSettingsboolean5.3+: also register the context with Enhanced Input User Settings. Default false.
worldSubsystembooleanDefault false.

Returns: list, entries, message.

input.add_down (risk 2, mutates, smoke)​

Adds a Down trigger (fires every frame while actuated).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
actuationThresholdnumberMagnitude at which the trigger considers the input actuated. Default 0.5. Default 0.5.

Returns: target, behaviour, behaviours, note.

input.add_enhanced_action_event (risk 2, mutates)​

Adds an Enhanced Input Action event node (Triggered/Started/Ongoing/Canceled/Completed pins + ActionValue) for an Input Action.

ArgumentTypeDescription
blueprintstringrequired.
actionstringrequired.
graphstringEvent graph name. Empty = the main EventGraph.
xintegerDefault 0.
yintegerDefault 0.

Returns: blueprint, node, existing, message.

input.add_fov_scaling (risk 2, mutates, smoke)​

Adds an FOV Scaling modifier (scales look input by the camera FOV).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
fOVScalenumberDefault 1.0.
scalingTypestring"Standard" (default) or "UE4_BackCompat". Default TEXT("Standard").

Returns: target, behaviour, behaviours, note.

input.add_hold (risk 2, mutates, smoke)​

Adds a Hold trigger (fires after HoldTimeThreshold seconds; bIsOneShot to fire once).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
holdTimeThresholdnumberSeconds the input must stay actuated. Default 1 (Hold) / 0.5 (HoldAndRelease). Negative = class default. Default -1.0.
isOneShotbooleanHold only: fire once instead of every frame after the threshold. Default false.
affectedByTimeDilationbooleanDefault false.
actuationThresholdnumberDefault 0.5.

Returns: target, behaviour, behaviours, note.

input.add_hold_and_release (risk 2, mutates, smoke)​

Adds a Hold And Release trigger (fires on release after HoldTimeThreshold seconds).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
holdTimeThresholdnumberSeconds the input must stay actuated. Default 1 (Hold) / 0.5 (HoldAndRelease). Negative = class default. Default -1.0.
isOneShotbooleanHold only: fire once instead of every frame after the threshold. Default false.
affectedByTimeDilationbooleanDefault false.
actuationThresholdnumberDefault 0.5.

Returns: target, behaviour, behaviours, note.

input.add_key_event (risk 2, mutates)​

Adds a Key event node (Pressed/Released, with modifier requirements) or, for an axis key, an axis-key event node.

ArgumentTypeDescription
blueprintstringrequired.
keystringrequired. FKey name (a digital key for key events, an axis key for axis-key events).
graphstring
xintegerDefault 0.
yintegerDefault 0.
consumeInputbooleanDefault true.
executeWhenPausedbooleanDefault false.
overrideParentBindingbooleanDefault true.
controlbooleanModifier requirements (key events only). Default false.
altbooleanDefault false.
shiftbooleanDefault false.
commandbooleanDefault false.

Returns: blueprint, node, existing, message.

input.add_legacy_action_event (risk 2, mutates)​

Adds a classic InputAction event node (Pressed/Released) for a Project Settings action mapping name.

ArgumentTypeDescription
blueprintstringrequired.
namestringrequired. Classic action or axis mapping name from Project Settings.
graphstring
xintegerDefault 0.
yintegerDefault 0.
consumeInputbooleanDefault true.
executeWhenPausedbooleanDefault false.
overrideParentBindingbooleanDefault true.

Returns: blueprint, node, existing, message.

input.add_legacy_axis_event (risk 2, mutates)​

Adds a classic InputAxis event node (Axis Value) for a Project Settings axis mapping name.

ArgumentTypeDescription
blueprintstringrequired.
namestringrequired. Classic action or axis mapping name from Project Settings.
graphstring
xintegerDefault 0.
yintegerDefault 0.
consumeInputbooleanDefault true.
executeWhenPausedbooleanDefault false.
overrideParentBindingbooleanDefault true.

Returns: blueprint, node, existing, message.

input.add_mapping (risk 2, mutates, smoke)​

Maps a key to an action inside a context, optionally adding modifier/trigger classes to the new mapping. Returns the whole context.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action asset (path or bare name).
keystringrequired. FKey name, e.g. "W", "SpaceBar", "LeftMouseButton", "Mouse2D", "Gamepad_LeftX". See input.list_keys.
modifiersarray of stringModifier class names to add to the new mapping, e.g. ["Negate", "Swizzle"].
triggersarray of stringTrigger class names to add to the new mapping, e.g. ["Hold", "Pressed"].

Returns: asset, description, mappings, note.

input.add_modifier (risk 2, mutates, smoke)​

Adds a modifier (Negate, Swizzle, Scalar, DeadZone, Smooth, ...) to the mapping of Action+Key, with optional Properties.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action of the mapping.
keystringrequired. FKey name of the mapping.
classNamestringrequired. Class: short ("Negate", "Swizzle", "Scalar", "DeadZone", "Smooth", "Hold", "Pressed", "Released", "Tap", "Pulse", "Down") or full ("InputModifierNegate"). See input.list_modifier_types / list_trigger_types.
propertiesarray of UeaKeyValueProperties to set on the new object, e.g. Order=YXZ, Scalar=(X=2,Y=1,Z=1), HoldTimeThreshold=0.5, LowerThreshold=0.25.

Returns: asset, description, mappings, note.

input.add_negate (risk 2, mutates, smoke)​

Adds a Negate modifier (invert X/Y/Z).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
xbooleanDefault true.
ybooleanDefault true.
zbooleanDefault true.

Returns: target, behaviour, behaviours, note.

input.add_pressed (risk 2, mutates, smoke)​

Adds a Pressed trigger (fires once when actuated).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
actuationThresholdnumberMagnitude at which the trigger considers the input actuated. Default 0.5. Default 0.5.

Returns: target, behaviour, behaviours, note.

input.add_pulse (risk 2, mutates, smoke)​

Adds a Pulse trigger (fires every Interval seconds while held).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
triggerOnStartbooleanDefault true.
intervalnumberSeconds between pulses. Default 1. Default 1.0.
triggerLimitinteger0 = unlimited. Default 0.
affectedByTimeDilationbooleanDefault false.

Returns: target, behaviour, behaviours, note.

input.add_released (risk 2, mutates, smoke)​

Adds a Released trigger (fires once when actuation stops).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
actuationThresholdnumberMagnitude at which the trigger considers the input actuated. Default 0.5. Default 0.5.

Returns: target, behaviour, behaviours, note.

input.add_repeated_tap (risk 2, mutates, UE 5.6+, smoke)​

Adds a Repeated Tap trigger (double/triple tap).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
numberOfTapsintegerNumber of taps that trigger. Default 2. Default 2.
tapReleaseTimeThresholdnumberDefault 0.2.

Returns: target, behaviour, behaviours, note.

input.add_response_curve_exponential (risk 2, mutates, smoke)​

Adds a Response Curve - Exponential modifier.

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
exponent{x,y,z}Per-axis exponent. Default (1,1,1). Default FUeaVec3(1.0, 1.0, 1.0).

Returns: target, behaviour, behaviours, note.

input.add_response_curve_user (risk 2, mutates, smoke)​

Adds a Response Curve - User Defined modifier with CurveFloat assets per axis.

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
curveXstringCurveFloat asset for X (path or bare name). Empty leaves it unset.
curveYstring
curveZstring

Returns: target, behaviour, behaviours, note.

input.add_scalar (risk 2, mutates, smoke)​

Adds a Scalar modifier (per-axis multiplier).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
scalar{x,y,z}Per-axis multiplier. Default (1,1,1). Default FUeaVec3(1.0, 1.0, 1.0).

Returns: target, behaviour, behaviours, note.

input.add_scale_by_delta_time (risk 2, mutates, UE 5.1+, smoke)​

Adds a Scale By Delta Time modifier (frame-rate independent axis values).

ArgumentTypeDescription
contextstringInput Mapping Context (path or bare name). Leave empty together with Key to target the Input Action asset.
actionstringrequired. Input Action (path or bare name).
keystringFKey name of the mapping. Empty = action-level behaviour.

Returns: target, behaviour, behaviours, note.

input.add_smooth (risk 2, mutates, smoke)​

Adds a Smooth modifier (averages input across frames).

ArgumentTypeDescription
contextstringInput Mapping Context (path or bare name). Leave empty together with Key to target the Input Action asset.
actionstringrequired. Input Action (path or bare name).
keystringFKey name of the mapping. Empty = action-level behaviour.

Returns: target, behaviour, behaviours, note.

input.add_smooth_delta (risk 2, mutates, UE 5.4+, smoke)​

Adds a Smooth Delta modifier (interpolates towards the new value with Speed / EasingExponent).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
smoothingMethodstringSmoothing method enum name (e.g. Linear, Interp, InterpConstant, InterpCircularIn, ...). Empty keeps the class default.
speednumberDefault 0.5.
easingExponentnumberDefault 2.0.

Returns: target, behaviour, behaviours, note.

input.add_swizzle (risk 2, mutates, smoke)​

Adds a Swizzle Input Axis Values modifier (default YXZ: routes a 1D key to the Y axis of a 2D action).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
orderstringAxis order: YXZ (default, swaps X/Y), ZYX, XZY, YZX, ZXY. Default TEXT("YXZ").

Returns: target, behaviour, behaviours, note.

input.add_tap (risk 2, mutates, smoke)​

Adds a Tap trigger (press and release within TapReleaseTimeThreshold).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystring
tapReleaseTimeThresholdnumberRelease must happen within this many seconds. Default 0.2. Default 0.2.
actuationThresholdnumberDefault 0.5.

Returns: target, behaviour, behaviours, note.

input.add_to_world_space (risk 2, mutates, smoke)​

Adds a To World Space modifier (X forward / Y right / Z up axis convention).

ArgumentTypeDescription
contextstringInput Mapping Context (path or bare name). Leave empty together with Key to target the Input Action asset.
actionstringrequired. Input Action (path or bare name).
keystringFKey name of the mapping. Empty = action-level behaviour.

Returns: target, behaviour, behaviours, note.

input.add_trigger (risk 2, mutates, smoke)​

Adds a trigger (Pressed, Released, Hold, Tap, Pulse, Down, ...) to the mapping of Action+Key, with optional Properties.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action of the mapping.
keystringrequired. FKey name of the mapping.
classNamestringrequired. Class: short ("Negate", "Swizzle", "Scalar", "DeadZone", "Smooth", "Hold", "Pressed", "Released", "Tap", "Pulse", "Down") or full ("InputModifierNegate"). See input.list_modifier_types / list_trigger_types.
propertiesarray of UeaKeyValueProperties to set on the new object, e.g. Order=YXZ, Scalar=(X=2,Y=1,Z=1), HoldTimeThreshold=0.5, LowerThreshold=0.25.

Returns: asset, description, mappings, note.

input.asset_exists (risk 0, smoke)​

Whether an input asset exists for a path or bare name, and which kind it is (action/context/mappable_config).

ArgumentTypeDescription
assetstringrequired. Object path (/Game/Input/IA_Jump.IA_Jump), package path or unique bare name of the asset.

Returns: exists, kind, asset.

input.build_context_from_spec (risk 2, mutates, smoke)​

Builds (or fills) a mapping context from a declarative list of {action, key, modifiers[], triggers[]}, creating missing actions.

ArgumentTypeDescription
contextstringExisting Mapping Context to fill (path or bare name). Empty = create Name in Folder.
namestringName of the context to create when Context is empty, e.g. "IMC_Default".
folderstringFolder for the new context and for actions created on the fly. Default "/Game/Input".
descriptionstring
clearExistingbooleanRemove existing mappings before applying the spec. Default false.
createMissingActionsbooleanCreate Input Actions referenced by name that do not exist yet. Default true. Default true.
skipDuplicatesbooleanSkip (instead of failing on) mappings that already exist. Default true. Default true.
mappingsarray of UeaInputSpecMappingrequired.

Returns: context, createdActions, mappingsAdded, mappingsSkipped, note.

input.clear_mappings (risk 5, mutates, destructive, smoke)​

Removes every mapping from a context.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).

Returns: asset, description, mappings, note.

input.create_action (risk 2, mutates, smoke)​

Creates an Input Action asset (value type bool/axis1d/axis2d/axis3d) in a folder and returns its state.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "IA_Jump". No spaces or slashes.
folderstringDestination content folder. Default "/Game/Input".
valueTypestring"bool" (digital), "axis1d" (float), "axis2d" (Vector2D) or "axis3d" (Vector). Default "bool". Default TEXT("bool").
consumeInputbooleanWhether the action swallows the input so lower-priority mappings do not see it. Default true. Default true.
descriptionstringLocalised description (stored on 5.1+, ignored on older engines).

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.create_mappable_input_config (risk 2, mutates, UE 5.1+, smoke)​

Creates a PlayerMappableInputConfig asset (5.1-5.2 user-settings model; deprecated by Epic from 5.3 in favour of EnhancedInputUserSettings).

ArgumentTypeDescription
namestringrequired.
folderstringDefault "/Game/Input".
configNamestringConfigName (FName) shown to players. Default = asset name.
displayNamestring

Returns: asset, configName, displayName, contexts, note.

input.create_mapping_context (risk 2, mutates, smoke)​

Creates an empty Input Mapping Context asset in a folder.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "IMC_Default".
folderstringDestination content folder. Default "/Game/Input".
descriptionstringLocalised description of the context.

Returns: asset, description, mappings, note.

input.create_standard_set (risk 2, mutates, smoke)​

Creates IA_Move/IA_Look/IA_Jump/IA_Sprint/IA_Interact (+ optional Crouch/Fire) and IMC_Default with WASD, mouse, Space, Shift, E and gamepad equivalents.

ArgumentTypeDescription
folderstringDestination folder. Default "/Game/Input".
actionPrefixstringPrefix for action assets. Default "IA_". Default TEXT("IA_").
contextNamestringMapping context name. Default "IMC_Default". Default TEXT("IMC_Default").
includeGamepadbooleanAlso map gamepad sticks/buttons. Default true. Default true.
includeCrouchbooleanAdd a Crouch action (Ctrl / gamepad right thumbstick button). Default false. Default false.
includeFirebooleanAdd a Fire action (left mouse / right trigger). Default false. Default false.
reuseExistingbooleanReuse existing assets with the same names instead of failing. Default true. Default true.

Returns: actions, context, message.

input.delete_asset (risk 3, mutates, destructive, smoke)​

Deletes an Input Action or Mapping Context asset. Fails when other assets still reference it.

ArgumentTypeDescription
assetstringrequired. Object path (/Game/Input/IA_Jump.IA_Jump), package path or unique bare name of the asset.

Returns: asset, message.

input.duplicate_asset (risk 2, mutates, smoke)​

Copies an Input Action or Mapping Context asset to NewName (optionally another folder). Returns the copy.

ArgumentTypeDescription
assetstringrequired. Input Action or Mapping Context asset to copy (path or bare name).
newNamestringrequired. Name of the copy, e.g. "IA_Jump_Alt".
folderstringDestination folder. Empty = same folder as the source.

Returns: asset, message.

input.edit_context (risk 2, mutates, smoke)​

Adds and removes several mappings of a context in one call (add: {action,key,modifiers[],triggers[]}, remove: {action,key}).

ArgumentTypeDescription
contextstringrequired.
addarray of UeaInputSpecMappingMappings to add ({action, key, modifiers[], triggers[]}); existing action+key pairs are skipped.
removearray of UeaInputMappingArgsMappings to remove, as {action, key}.
createMissingActionsbooleanCreate Input Actions referenced by name in Add that do not exist yet (in the context's folder). Default false. Default false.

Returns: context, createdActions, mappingsAdded, mappingsSkipped, note.

input.find_key (risk 0, smoke)​

Resolves a key by name or display name and returns all its flags (gamepad, touch, gesture, axis, paired axis, deprecated...).

ArgumentTypeDescription
namestringrequired. FKey name or display name (case-insensitive), e.g. "Space Bar", "Gamepad Face Button Bottom".

Returns: key, modifierKey, touch, gesture, digital, analog, buttonAxis, bindableInBlueprints, bindableToActions, deprecated, pairedAxis, pairedAxisKey, suggestions.

input.find_mappings (risk 0, smoke)​

Searches every mapping context under a folder for mappings of an action and/or a key.

ArgumentTypeDescription
actionstringInput Action to look for (path or bare name). Empty = any action.
keystringFKey name to look for. Empty = any key.
folderstringFolder whose mapping contexts are searched (recursive). Default "/Game".

Returns: matches, contextsSearched.

input.get_action (risk 0, smoke)​

Value type, consume/pause flags, description and action-level triggers/modifiers of an Input Action.

ArgumentTypeDescription
assetstringrequired. Object path (/Game/Input/IA_Jump.IA_Jump), package path or unique bare name of the asset.

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.get_context (risk 0, smoke)​

All key mappings of a mapping context with their action, key, modifiers and triggers.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).

Returns: asset, description, mappings, note.

input.get_enhanced_developer_settings (risk 0, UE 5.1+, smoke)​

Reads UEnhancedInputDeveloperSettings (default mapping contexts, user settings class, world subsystem, input modes...).

ArgumentTypeDescription
filterstringSubstring filter on property names (case-insensitive). Empty = all.

Returns: class, configFile, properties, message.

input.get_enhanced_editor_settings (risk 0, UE 5.1+, smoke)​

Reads UEnhancedInputEditorSettings (log all input, auto-consume, visible event pins) and the editor project settings when present.

ArgumentTypeDescription
filterstringSubstring filter on property names (case-insensitive). Empty = all.

Returns: class, configFile, properties, message.

input.get_input_settings (risk 0, smoke)​

Reads every editable/config property of UInputSettings (DefaultPlayerInputClass, bEnableMouseSmoothing, ConsoleKeys, ...).

ArgumentTypeDescription
filterstringSubstring filter on property names (case-insensitive). Empty = all.

Returns: class, configFile, properties, message.

input.get_legacy_mapping (risk 0, smoke)​

Returns the classic action and axis mappings with a given name (empty Name returns all of them).

ArgumentTypeDescription
namestringAction or axis mapping name. Empty returns every classic mapping.

Returns: actionMappings, axisMappings, message.

input.get_mappable_input_config (risk 0, UE 5.1+, smoke)​

Reads a PlayerMappableInputConfig: name, display name and contexts with priorities.

ArgumentTypeDescription
configstringrequired.

Returns: asset, configName, displayName, contexts, note.

input.get_type_info (risk 0, smoke)​

Editable properties (type, default, tooltip, enum values) of one modifier or trigger class.

ArgumentTypeDescription
classNamestringrequired. Modifier or trigger class: short ("Hold"), full ("InputTriggerHold") or display name.

Returns: class, displayName, kind, parent, tooltip, triggerType, properties.

input.list_actions (risk 0, smoke)​

Lists Input Action assets under a folder, optionally filtered by name substring.

ArgumentTypeDescription
folderstringRoot folder to search. Default "/Game".
namestringSubstring of the asset name (case-insensitive).
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: assets, total.

input.list_axis_config (risk 0, smoke)​

Lists the per-axis config (dead zone, sensitivity, exponent, invert) of Project Settings > Input.

No arguments.

Returns: entries, message.

input.list_blueprint_input_events (risk 0)​

Lists the Enhanced Input Action, classic InputAction/InputAxis and Key event nodes in a Blueprint's event graphs, plus AddMappingContext calls.

ArgumentTypeDescription
blueprintstringrequired.

Returns: blueprint, events, mappingContextCalls.

input.list_console_keys (risk 0, smoke)​

Lists the keys that open the in-game console.

No arguments.

Returns: keys, message.

input.list_contexts (risk 0, smoke)​

Lists Input Mapping Context assets under a folder, optionally filtered by name substring.

ArgumentTypeDescription
folderstringRoot folder to search. Default "/Game".
namestringSubstring of the asset name (case-insensitive).
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: assets, total.

input.list_default_mapping_contexts (risk 0, UE 5.2+, smoke)​

Lists the mapping contexts applied to every player (or the world subsystem) automatically by Enhanced Input.

ArgumentTypeDescription
worldSubsystembooleanRead the world-subsystem list instead of the player list. Default false.

Returns: list, entries, message.

input.list_key_categories (risk 0, smoke)​

Lists the key menu categories (Keyboard, Mouse, Gamepad, Touch, Gesture, ...) with key counts.

No arguments.

Returns: categories.

input.list_keys (risk 0, smoke)​

Lists engine FKey names (keyboard, mouse, gamepad, touch) with category and axis type; Filter is a substring.

ArgumentTypeDescription
filterstringSubstring filter on the key name or display name (case-insensitive), e.g. "Gamepad", "Mouse".
limitintegerDefault 300.

Returns: keys, total.

input.list_legacy_mappings (risk 0, smoke)​

Lists the classic Action and Axis mappings of Project Settings > Input.

No arguments.

Returns: actionMappings, axisMappings, message.

input.list_mappable_names (risk 0, UE 5.3+, smoke)​

Lists every player-mappable name declared on actions and mapping overrides under a folder.

ArgumentTypeDescription
folderstringFolder searched for Input Actions and Mapping Contexts. Default "/Game".

Returns: names.

input.list_modifier_types (risk 0, smoke)​

Lists the available Input Modifier classes and their editable properties.

No arguments.

Returns: types.

input.list_trigger_types (risk 0, smoke)​

Lists the available Input Trigger classes and their editable properties.

No arguments.

Returns: types.

input.mapping_exists (risk 0, smoke)​

Whether a context maps Key to Action; returns the mapping with its index when present.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action asset (path or bare name).
keystringrequired. FKey name of the mapping.

Returns: exists, index, mapping.

input.migrate_legacy_to_enhanced (risk 4, mutates)​

Converts classic Action/Axis mappings from Project Settings into Input Actions and one mapping context (axis scale -1 becomes Negate, other scales Scalar).

ArgumentTypeDescription
folderstringDestination folder. Default "/Game/Input".
actionPrefixstringDefault TEXT("IA_").
contextNamestringDefault TEXT("IMC_Legacy").
includeActionMappingsbooleanDefault true.
includeAxisMappingsbooleanDefault true.
removeLegacybooleanRemove the classic mappings from Project Settings once converted. Default false. Default false.
reuseExistingbooleanReuse existing assets with the same names instead of failing. Default true. Default true.

Returns: actions, context, actionMappingsConverted, axisMappingsConverted, skipped, message.

input.pie_add_context (risk 0, requires PIE, smoke)​

Adds a mapping context to the PIE player at runtime (not persisted).

ArgumentTypeDescription
contextstringrequired.
priorityintegerDefault 0.
playerIndexintegerDefault 0.

Returns: contexts, message.

input.pie_clear_contexts (risk 0, requires PIE, smoke)​

Removes every mapping context from the PIE player.

ArgumentTypeDescription
playerIndexintegerLocal player index in the PIE session. Default 0. Default 0.

Returns: contexts, message.

input.pie_get_action_value (risk 0, requires PIE, smoke)​

Current value, trigger state and mapped keys of an Input Action on the PIE player.

ArgumentTypeDescription
actionstringrequired.
playerIndexintegerDefault 0.

Returns: action, valueType, value, magnitude, triggerEvent, elapsedSeconds, triggeredSeconds, mappedKeys.

input.pie_get_user_settings (risk 0, UE 5.3+, requires PIE, smoke)​

Enhanced Input user settings of the PIE player: active key profile, profiles and registered contexts.

ArgumentTypeDescription
playerIndexintegerLocal player index in the PIE session. Default 0. Default 0.

Returns: settingsClass, activeProfileId, profiles, registeredContexts, message.

input.pie_inject_action (risk 0, requires PIE, smoke)​

Injects a value for an Input Action into the running PIE player for one frame (bool/axis1d/2d/3d from Value).

ArgumentTypeDescription
actionstringrequired.
value{x,y,z}Value: X for bool (non-zero = true) and axis1d; X,Y for axis2d; X,Y,Z for axis3d. Default FUeaVec3(1.0, 0.0, 0.0).
modifiersarray of stringModifier class names applied to the injected value (optional).
triggersarray of stringTrigger class names evaluated for the injected value (optional).
playerIndexintegerDefault 0.

Returns: target, message.

input.pie_inject_axis (risk 0, requires PIE, smoke)​

Sends an axis delta (MouseX, Gamepad_LeftY, ...) to the PIE player controller for one frame.

ArgumentTypeDescription
keystringrequired. Axis FKey name, e.g. "MouseX", "Gamepad_LeftY".
deltanumberrequired.
deltaTimenumberSeconds the delta covers. Default 1/60. Default 1.0 / 60.0.
numSamplesintegerDefault 1.
playerIndexintegerDefault 0.

Returns: target, message.

input.pie_inject_key (risk 0, requires PIE, smoke)​

Sends a raw key event (pressed/released/repeat/doubleclick/tap) to the PIE player controller, as if the key was hit.

ArgumentTypeDescription
keystringrequired. FKey name, e.g. "SpaceBar", "Gamepad_FaceButton_Bottom".
eventstring"pressed" (default), "released", "repeat", "doubleclick" or "tap" (press then release). Default TEXT("pressed").
amountnumberAmount depressed for analog buttons. Default 1. Default 1.0.
playerIndexintegerDefault 0.

Returns: target, message.

input.pie_list_applied_contexts (risk 0, requires PIE, smoke)​

Lists the mapping contexts currently applied to the PIE player with their priorities.

ArgumentTypeDescription
playerIndexintegerLocal player index in the PIE session. Default 0. Default 0.

Returns: contexts, message.

input.pie_list_bound_actions (risk 0, requires PIE, smoke)​

Enhanced Input action bindings (action + trigger event) on the PIE player controller's and pawn's input components.

ArgumentTypeDescription
playerIndexintegerLocal player index in the PIE session. Default 0. Default 0.

Returns: bindings, message.

input.pie_list_legacy_bindings (risk 0, requires PIE, smoke)​

Classic action/axis/key bindings on the PIE player controller's and pawn's input components.

ArgumentTypeDescription
playerIndexintegerLocal player index in the PIE session. Default 0. Default 0.

Returns: bindings, message.

input.pie_list_player_key_mappings (risk 0, UE 5.3+, requires PIE, smoke)​

Player-mappable key rows of a key profile (mapping name, slot, default and current key).

ArgumentTypeDescription
profileIdstringKey profile id. Empty = active profile.
filterstringFilter on mapping name (substring).
playerIndexintegerDefault 0.

Returns: profileId, mappings, failureReason, message.

input.pie_map_player_key (risk 0, UE 5.3+, requires PIE)​

Rebinds a player-mappable row to NewKey in a slot (the "key rebinding" UI operation).

ArgumentTypeDescription
mappingNamestringrequired. Mapping name from Player Mappable Key Settings (see input.list_mappable_names / pie_list_player_key_mappings).
newKeystringFKey name to assign (ignored by unmap/reset).
slotstringSlot: First (default), Second, Third, ... Seventh. Default TEXT("First").
profileIdstringKey profile id. Empty = active profile.
playerIndexintegerDefault 0.

Returns: profileId, mappings, failureReason, message.

input.pie_query_keys_for_action (risk 0, requires PIE, smoke)​

Keys mapped to an action in the PIE player's active context set.

ArgumentTypeDescription
actionstringrequired.
playerIndexintegerDefault 0.

Returns: action, keys.

input.pie_register_context_with_user_settings (risk 0, UE 5.3+, requires PIE, smoke)​

Registers (or unregisters) a mapping context with the user settings so its mappable rows appear.

ArgumentTypeDescription
contextstringrequired.
unregisterbooleanUnregister instead. Default false.
playerIndexintegerDefault 0.

Returns: settingsClass, activeProfileId, profiles, registeredContexts, message.

input.pie_remove_context (risk 0, requires PIE, smoke)​

Removes a mapping context from the PIE player at runtime.

ArgumentTypeDescription
contextstringrequired.
priorityintegerDefault 0.
playerIndexintegerDefault 0.

Returns: contexts, message.

input.pie_reset_player_key_row (risk 0, UE 5.3+, requires PIE)​

Resets every slot of a player-mappable row to its default keys.

ArgumentTypeDescription
mappingNamestringrequired. Mapping name from Player Mappable Key Settings (see input.list_mappable_names / pie_list_player_key_mappings).
newKeystringFKey name to assign (ignored by unmap/reset).
slotstringSlot: First (default), Second, Third, ... Seventh. Default TEXT("First").
profileIdstringKey profile id. Empty = active profile.
playerIndexintegerDefault 0.

Returns: profileId, mappings, failureReason, message.

input.pie_save_user_settings (risk 0, UE 5.3+, requires PIE, smoke)​

Applies and saves the Enhanced Input user settings (SaveGame slot).

ArgumentTypeDescription
applybooleanApply the settings to the live player input before saving. Default true. Default true.
playerIndexintegerDefault 0.

Returns: settingsClass, activeProfileId, profiles, registeredContexts, message.

input.pie_set_key_profile (risk 0, UE 5.3+, requires PIE)​

Switches the active key profile of the PIE player.

ArgumentTypeDescription
profileIdstringrequired.
playerIndexintegerDefault 0.

Returns: settingsClass, activeProfileId, profiles, registeredContexts, message.

input.pie_status (risk 0, smoke)​

Whether PIE is running and what input classes/subsystems the local player has.

ArgumentTypeDescription
playerIndexintegerLocal player index in the PIE session. Default 0. Default 0.

Returns: pieRunning, world, playerController, pawn, playerInputClass, playerControllerInputComponentClass, pawnInputComponentClass, enhancedSubsystem, userSettings, appliedContexts, message.

input.pie_unmap_player_key (risk 0, UE 5.3+, requires PIE)​

Clears the key of a player-mappable row/slot.

ArgumentTypeDescription
mappingNamestringrequired. Mapping name from Player Mappable Key Settings (see input.list_mappable_names / pie_list_player_key_mappings).
newKeystringFKey name to assign (ignored by unmap/reset).
slotstringSlot: First (default), Second, Third, ... Seventh. Default TEXT("First").
profileIdstringKey profile id. Empty = active profile.
playerIndexintegerDefault 0.

Returns: profileId, mappings, failureReason, message.

input.press_editor_key (risk 0)​

Presses and releases a key (with Ctrl/Shift/Alt/Cmd prefixes) on the focused editor widget, or types Text as characters.

ArgumentTypeDescription
keystringKey with optional modifier prefixes, e.g. "Ctrl+S", "Shift+Alt+F", "Enter", "Escape". FKey names or display names.
textstringText to type as character events into the focused widget (used when Key is empty).

Returns: key, handledDown, handledUp, charactersTyped, message.

input.remove_action_mapping (risk 4, mutates)​

Removes a classic Action Mapping matching Name + Key + modifier keys.

ArgumentTypeDescription
namestringrequired. Action mapping name, e.g. "Jump".
keystringrequired. FKey name, e.g. "SpaceBar".
shiftbooleanDefault false.
ctrlbooleanDefault false.
altbooleanDefault false.
cmdbooleanDefault false.

Returns: actionMappings, axisMappings, message.

input.remove_action_mappings (risk 2, mutates, smoke)​

Removes every mapping of one action from a context.

ArgumentTypeDescription
contextstringrequired.
actionstringrequired.

Returns: asset, description, mappings, note.

input.remove_action_modifier (risk 2, mutates, smoke)​

Removes the modifier at Index from the Input Action asset.

ArgumentTypeDescription
actionstringrequired.
indexintegerrequired. Index in the action's Modifiers/Triggers array (see input.get_action).

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.remove_action_trigger (risk 2, mutates, smoke)​

Removes the trigger at Index from the Input Action asset.

ArgumentTypeDescription
actionstringrequired.
indexintegerrequired. Index in the action's Modifiers/Triggers array (see input.get_action).

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.remove_all_legacy_mappings (risk 5, mutates, destructive)​

Removes every classic Action and/or Axis mapping from Project Settings and saves DefaultInput.ini.

ArgumentTypeDescription
actionMappingsbooleanDefault true.
axisMappingsbooleanDefault true.

Returns: actionMappings, axisMappings, message.

input.remove_axis_mapping (risk 4, mutates)​

Removes a classic Axis Mapping matching Name + Key + Scale.

ArgumentTypeDescription
namestringrequired. Axis mapping name, e.g. "MoveForward".
keystringrequired. FKey name, e.g. "W" or "Gamepad_LeftY".
scalenumberAxis scale (use -1 for the opposite direction). Default 1. Default 1.0.

Returns: actionMappings, axisMappings, message.

input.remove_console_key (risk 4, mutates)​

Removes a console key and saves the config.

ArgumentTypeDescription
keystringrequired. FKey name, e.g. "Tilde".

Returns: keys, message.

input.remove_default_mapping_context (risk 4, mutates, UE 5.2+)​

Removes a context from the automatic default list.

ArgumentTypeDescription
contextstringrequired.
worldSubsystembooleanDefault false.

Returns: list, entries, message.

input.remove_input_event (risk 3, mutates, destructive)​

Removes an input event node (by GUID) from a Blueprint.

ArgumentTypeDescription
blueprintstringrequired.
nodeGuidstringrequired. Node GUID from input.list_blueprint_input_events.

Returns: blueprint, removed, message.

input.remove_key_mappings (risk 2, mutates, smoke)​

Removes every mapping that uses a key from a context.

ArgumentTypeDescription
contextstringrequired.
keystringrequired. FKey name.

Returns: asset, description, mappings, note.

input.remove_mapping (risk 2, mutates, smoke)​

Removes the mapping of one key to one action from a context.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action asset (path or bare name).
keystringrequired. FKey name of the mapping.

Returns: asset, description, mappings, note.

input.remove_modifier (risk 2, mutates, smoke)​

Removes the modifier at Index from the mapping of Action+Key.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action of the mapping.
keystringrequired. FKey name of the mapping.
indexintegerrequired. Index in the mapping's Modifiers/Triggers array (see input.get_context).

Returns: asset, description, mappings, note.

input.remove_trigger (risk 2, mutates, smoke)​

Removes the trigger at Index from the mapping of Action+Key.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).
actionstringrequired. Input Action of the mapping.
keystringrequired. FKey name of the mapping.
indexintegerrequired. Index in the mapping's Modifiers/Triggers array (see input.get_context).

Returns: asset, description, mappings, note.

input.rename_asset (risk 2, mutates, smoke)​

Renames (and optionally moves) an Input Action or Mapping Context asset; references are fixed up by the editor.

ArgumentTypeDescription
assetstringrequired. Input Action or Mapping Context asset (path or bare name).
newNamestringrequired. New asset name.
folderstringDestination folder (moves the asset). Empty = keep the current folder.

Returns: asset, message.

input.rename_legacy_mapping (risk 4, mutates)​

Renames every classic action or axis mapping called Name to NewName.

ArgumentTypeDescription
kindstringrequired. "action" or "axis".
namestringrequired.
newNamestringrequired.

Returns: actionMappings, axisMappings, message.

input.reorder_modifier (risk 2, mutates, smoke)​

Moves a modifier from Index to NewIndex (modifiers run in array order). Key empty = action-level.

ArgumentTypeDescription
contextstring
actionstringrequired.
keystringFKey name of the mapping. Empty = action-level behaviour.
indexintegerrequired.
newIndexintegerrequired.

Returns: target, behaviour, behaviours, note.

input.reorder_trigger (risk 2, mutates, smoke)​

Moves a trigger from Index to NewIndex. Key empty = action-level.

ArgumentTypeDescription
contextstring
actionstringrequired.
keystringFKey name of the mapping. Empty = action-level behaviour.
indexintegerrequired.
newIndexintegerrequired.

Returns: target, behaviour, behaviours, note.

input.set_action_mappable_settings (risk 2, mutates, UE 5.3+, smoke)​

Creates/updates (or clears) the Player Mappable Key Settings of an Input Action: mapping Name, DisplayName, DisplayCategory.

ArgumentTypeDescription
actionstringrequired.
namestringUnique mapping name used by user settings (e.g. "Jump").
displayNamestring
displayCategorystring
clearbooleanRemove the settings object from the action instead. Default false.

Returns: target, hasSettings, behavior, name, displayName, displayCategory, note.

input.set_action_options (risk 2, mutates, smoke)​

Sets bReserveAllMappings, AccumulationBehavior (5.3+) or any other Input Action property.

ArgumentTypeDescription
actionstringrequired.
reserveAllMappingsstring"true"/"false" for bReserveAllMappings (player mappable UIs reserve slots). Empty keeps.
accumulationBehaviorstring5.3+: "TakeHighestAbsoluteValue" or "Cumulative". Empty keeps; ignored below 5.3.
propertiesarray of UeaKeyValueAny other UInputAction property as name=value.

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.set_action_properties (risk 2, mutates, smoke)​

Changes value type, consume-input, trigger-when-paused and description of an Input Action; returns the new state.

ArgumentTypeDescription
actionstringrequired. Input Action asset (path or bare name).
valueTypestringNew value type: "bool", "axis1d", "axis2d", "axis3d". Empty keeps the current one.
consumeInputstring"true" / "false" to change bConsumeInput; empty keeps the current value.
triggerWhenPausedstring"true" / "false" to change bTriggerWhenPaused; empty keeps the current value.
descriptionstringNew description (5.1+; ignored below). Empty keeps the current one.

Returns: asset, valueType, consumeInput, triggerWhenPaused, description, triggers, modifiers, note.

input.set_axis_config (risk 4, mutates)​

Sets dead zone / sensitivity / exponent / invert for one axis key (entry created when missing) and saves the config.

ArgumentTypeDescription
keystringrequired. Axis key name, e.g. "MouseX", "Gamepad_LeftX". Added when missing.
deadZonestringValues as text; empty keeps the current one.
sensitivitystring
exponentstring
invertstring"true" / "false".

Returns: entries, message.

input.set_axis_mapping_scale (risk 4, mutates)​

Changes the scale of one classic axis mapping (Name + Key + current Scale -> NewScale).

ArgumentTypeDescription
namestringrequired.
keystringrequired.
scalenumberCurrent scale of the mapping to change (a name+key pair may exist with several scales). Default 1. Default 1.0.
newScalenumberrequired.

Returns: actionMappings, axisMappings, message.

input.set_context_description (risk 2, mutates, smoke)​

Sets the description (and optionally other properties) of a Mapping Context.

ArgumentTypeDescription
contextstringrequired.
descriptionstring
propertiesarray of UeaKeyValueAny other UInputMappingContext property as name=value.

Returns: asset, description, mappings, note.

input.set_default_input_classes (risk 4, mutates)​

Sets DefaultPlayerInputClass / DefaultInputComponentClass (e.g. EnhancedPlayerInput / EnhancedInputComponent) and saves the config.

ArgumentTypeDescription
playerInputClassstringPlayerInput subclass (e.g. "EnhancedPlayerInput", a Blueprint path or "/Script/EnhancedInput.EnhancedPlayerInput"). Empty keeps.
inputComponentClassstringInputComponent subclass (e.g. "EnhancedInputComponent"). Empty keeps.

Returns: class, configFile, properties, message.

input.set_enhanced_developer_settings (risk 4, mutates, UE 5.1+)​

Sets UEnhancedInputDeveloperSettings properties by name and writes DefaultInput.ini.

ArgumentTypeDescription
propertiesarray of UeaKeyValuerequired. Properties to set as name=value in engine text form (true/false, 0.5, enum name, class path, (X=1,Y=2)).

Returns: class, configFile, properties, message.

input.set_enhanced_editor_settings (risk 4, mutates, UE 5.1+)​

Sets UEnhancedInputEditorSettings properties by name and saves them.

ArgumentTypeDescription
propertiesarray of UeaKeyValuerequired. Properties to set as name=value in engine text form (true/false, 0.5, enum name, class path, (X=1,Y=2)).

Returns: class, configFile, properties, message.

input.set_input_settings (risk 4, mutates)​

Sets UInputSettings properties by name (engine text form) and writes DefaultInput.ini.

ArgumentTypeDescription
propertiesarray of UeaKeyValuerequired. Properties to set as name=value in engine text form (true/false, 0.5, enum name, class path, (X=1,Y=2)).

Returns: class, configFile, properties, message.

input.set_mappable_input_config_context (risk 2, mutates, UE 5.1+, smoke)​

Adds, updates or removes a mapping context (with priority) in a PlayerMappableInputConfig.

ArgumentTypeDescription
configstringrequired. PlayerMappableInputConfig asset (path or bare name).
contextstringrequired.
priorityintegerDefault 0.
removebooleanRemove the context instead of adding/updating it. Default false.

Returns: asset, configName, displayName, contexts, note.

input.set_mapping_key (risk 2, mutates, smoke)​

Changes the key of an existing mapping (Action+Key -> NewKey) keeping its modifiers and triggers.

ArgumentTypeDescription
contextstringrequired.
actionstringrequired.
keystringrequired. Current FKey name of the mapping.
newKeystringrequired. New FKey name. Modifiers and triggers are kept.

Returns: asset, description, mappings, note.

input.set_mapping_mappable_settings (risk 2, mutates, UE 5.3+, smoke)​

Sets the mappable behaviour of one mapping: inherit from the action, override with its own Name/DisplayName/Category, or ignore.

ArgumentTypeDescription
contextstringrequired.
actionstringrequired.
keystringrequired.
behaviorstring"inherit" (from the action, default), "override" (own settings on this mapping) or "ignore" (not player mappable). Default TEXT("inherit").
namestringUsed with "override".
displayNamestring
displayCategorystring

Returns: target, hasSettings, behavior, name, displayName, displayCategory, note.

input.set_modifier_properties (risk 2, mutates, smoke)​

Sets properties on the modifier at Index of a mapping (Context+Action+Key) or of the action (Key empty).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystringFKey name of the mapping. Empty = action-level behaviour.
indexintegerrequired. Index in the Modifiers/Triggers array.
propertiesarray of UeaKeyValuerequired. Properties to set, name=value (engine text form).

Returns: target, behaviour, behaviours, note.

input.set_trigger_properties (risk 2, mutates, smoke)​

Sets properties on the trigger at Index of a mapping (Context+Action+Key) or of the action (Key empty).

ArgumentTypeDescription
contextstring
actionstringrequired.
keystringFKey name of the mapping. Empty = action-level behaviour.
indexintegerrequired. Index in the Modifiers/Triggers array.
propertiesarray of UeaKeyValuerequired. Properties to set, name=value (engine text form).

Returns: target, behaviour, behaviours, note.

input.set_viewport_input_settings (risk 4, mutates)​

Sets mouse capture/lock modes, mouse smoothing, FOV scaling, double-click time, touch interface and fullscreen toggles.

ArgumentTypeDescription
captureMouseOnLaunchstringAll values are text tri-states: empty keeps the current value.
mouseCaptureModestringNoCapture, CapturePermanently, CapturePermanently_IncludingInitialMouseDown, CaptureDuringMouseDown, CaptureDuringRightMouseDown.
mouseLockModestringDoNotLock, LockOnCapture, LockAlways, LockInFullscreen.
useMouseForTouchstring
enableMouseSmoothingstring
enableFOVScalingstring
fOVScalestring
doubleClickTimestring
alwaysShowTouchInterfacestring
showConsoleOnFourFingerTapstring
enableGestureRecognizerstring
altEnterTogglesFullscreenstring
f11TogglesFullscreenstring
defaultTouchInterfacestringDefault touch interface asset path (mobile). "None" clears.

Returns: class, configFile, properties, message.

input.setup_default_context (risk 2, mutates)​

Adds an InputMappingContext object variable (default "DefaultMappingContext") to a PlayerController/Character Blueprint with the context as default value and compiles it. The BeginPlay graph must still call AddMappingContext (use the bp kit).

ArgumentTypeDescription
blueprintstringrequired. PlayerController or Character/Pawn Blueprint (path or bare name).
contextstringrequired. Input Mapping Context asset to assign.
variableNamestringName of the object variable created on the Blueprint. Default "DefaultMappingContext". Default TEXT("DefaultMappingContext").
priorityintegerPriority value stored in an int variable "DefaultMappingPriority" next to it (created when bCreatePriorityVariable). Default 0.
createPriorityVariablebooleanAlso create an integer variable "DefaultMappingPriority" with Priority as default. Default false.

Returns: blueprint, variableName, context, variableCreated, message.

input.update_mapping (risk 2, mutates, smoke)​

Changes the action and/or key of the mapping at Index in a context (modifiers/triggers preserved).

ArgumentTypeDescription
contextstringrequired.
indexintegerrequired. Index of the mapping (see input.get_context).
actionstringNew Input Action (path or bare name). Empty keeps the current one.
keystringNew FKey name. Empty keeps the current one.

Returns: asset, description, mappings, note.

input.validate_context (risk 0, smoke)​

Checks a context for unbound actions, duplicate mappings, null or conflicting triggers, key/value type mismatches and shared keys.

ArgumentTypeDescription
contextstringrequired. Input Mapping Context asset (path or bare name).

Returns: context, valid, errors, warnings, issues.