Content/Skills/enhanced-input/SKILL.md
Create and configure Input Actions, Mapping Contexts, triggers, and modifiers
npx skillsauth add kevinpbuckley/vibeue enhanced-inputInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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| Struct | WRONG | CORRECT |
|--------|-------|---------|
| InputTypeDiscoveryResult | value_types | action_value_types |
| KeyMappingInfo | key | key_name |
| InputModifierInfo | modifier_type | type_name or display_name |
| InputTriggerInfo | trigger_type | type_name or display_name |
| Value Type | Use Case |
|------------|----------|
| Boolean | Simple press/release (Jump, Fire) |
| Axis1D | Single axis (Throttle, Zoom) |
| Axis2D | Two axes (Move, Look) |
| Axis3D | Three axes (3D manipulation) |
Keyboard: SpaceBar, LeftShift, W, A, S, D, F1...
Mouse: LeftMouseButton, RightMouseButton, MouseScrollUp
Gamepad: Gamepad_FaceButton_Bottom, Gamepad_LeftThumbstick
Triggers: Pressed, Released, Down, Hold, Tap, Pulse
Modifiers: Negate, DeadZone, Scalar, SwizzleInputAxisValues
import unreal
result = unreal.InputService.create_action("Jump", "/Game/Input", "Boolean")
if result.success:
unreal.EditorAssetLibrary.save_asset(result.asset_path)
import unreal
result = unreal.InputService.create_mapping_context("Default", "/Game/Input", 0)
unreal.EditorAssetLibrary.save_asset(result.asset_path)
import unreal
context_path = "/Game/Input/IMC_Default"
action_path = "/Game/Input/IA_Jump"
unreal.InputService.add_key_mapping(context_path, action_path, "SpaceBar")
unreal.EditorAssetLibrary.save_asset(context_path)
import unreal
context_path = "/Game/Input/IMC_Default"
action_path = "/Game/Input/IA_Fire"
unreal.InputService.add_key_mapping(context_path, action_path, "LeftMouseButton")
# Get mapping index
mappings = unreal.InputService.get_mappings(context_path)
mapping_index = len(mappings) - 1
# Add trigger/modifier using mapping index
unreal.InputService.add_trigger(context_path, mapping_index, "Pressed")
unreal.InputService.add_modifier(context_path, mapping_index, "DeadZone")
unreal.EditorAssetLibrary.save_asset(context_path)
import unreal
mappings = unreal.InputService.get_mappings("/Game/Input/IMC_Default")
for m in mappings:
print(f"Action: {m.action_name}, Key: {m.key_name}")
info = unreal.InputService.get_input_action_info("/Game/Input/IA_Jump")
if info:
print(f"Action: {info.action_name}, ValueType: {info.value_type}")
import unreal
types = unreal.InputService.discover_types()
print(f"Value Types: {types.action_value_types}")
print(f"Modifiers: {types.modifier_types}")
print(f"Triggers: {types.trigger_types}")
keys = unreal.InputService.get_available_keys()
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