其他

ue-input-system

quodsoler/unrea…e-skills

Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI input modes and CommonUI routing, see ue-ui-umg-slate; for PlayerController/Pawn possession, see ue-gameplay-framework.

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安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-input-system

SKILL.md

UE Input System

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Enhanced Input is the engine's only supported input path. It lives in the EnhancedInput plugin (Engine/Plugins/EnhancedInput, enabled by default in 5.8); add "EnhancedInput" to PublicDependencyModuleNames in your Build.cs, plus "InputCore" if you touch FKey/EKeys directly and "GameplayTags" if you use input-mode filtering or the user-settings failure-reason containers. The runtime pieces are UEnhancedPlayerInput, UEnhancedInputComponent, UEnhancedInputLocalPlayerSubsystem, the data assets UInputAction / UInputMappingContext, and UEnhancedInputUserSettings for player rebinding.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.