talk to me the high level orverview of how I can control Unreal engine from C++. Like can I assign terrain levels without using the landscape tool, can I assign character movement from C++?
Yes, you can control Unreal Engine from C++ in many ways, including managing terrain and character movement. Here’s a high-level overview:
### 1. **Terrain Control without Landscape Tool:**
– **Custom Terrain Creation:** Instead of using the Landscape tool, you can create your own terrain system using procedural generation. This involves generating a grid of terrain vertices (heightmap data) and placing them in a `UStaticMesh` or `UProceduralMeshComponent`. You can modify the vertices’ positions based on a noise algorithm or any custom logic.
– **Voxel-based Terrain:** If you need to go deeper into control, you could implement a voxel-based system, where terrain is made of cubes or smaller chunks, giving you absolute flexibility to modify the environment in real-time.
### 2. **Character Movement from C++:**
– **Custom Movement Logic:** You can take over character movement by modifying the `ACharacter` or `APawn` classes directly. The `ACharacter` class provides methods like `LaunchCharacter`, `GetVelocity`, and `AddMovementInput`, which allow for full control over movement.
– **Override Tick/Control:** You can directly access the `Tick` method or override it to apply custom movement logic each frame. Additionally, you can respond to input from devices like the keyboard, mouse, or controller and translate that into movement within your C++ code.
– **NavMesh Integration:** For AI-controlled movement, you can use the `UNavigationSystemV1` to query navigation meshes and make AI characters move across them. This is also accessible through C++.
In short, both terrain management and character movement can be done fully through C++ by interacting with Unreal’s low-level systems like `UProceduralMeshComponent` for terrain and `ACharacter`/`APawn` for movement. You don’t need Blueprints unless you prefer the visual scripting aspect for rapid prototyping.
Ok,lets run through this checklist. I have and IMC_Default for movement and the character does move laterally – but no forward/back?
Perfect, let’s debug that like a seasoned Unreal cynic picking apart legacy spaghetti.
You’re using **`IMC_Default`** (Input Mapping Context), which likely feeds into **Enhanced Input**, so lateral movement works, but no forward/backward? That screams either a missing binding or a directional vector issue.
### 🧠 **Checklist to Diagnose Forward/Back Movement:**
#### ✅ 1. **Input Mapping Context**
Make sure `IMC_Default` has *both* bindings:
– Move **Forward/Backward** → `W/S` or `Gamepad Y Axis`
– Move **Right/Left** → `A/D` or `Gamepad X Axis`
Check the **Action Mapping** (e.g. `IA_Move`) is configured to receive **2D Vector** input (Axis2D).
#### ✅ 2. **Input Action Logic in C++**
You’re probably binding `IA_Move` to a function like this:
“`cpp
void AMyCharacter::Move(const FInputActionValue& Value)
{
FVector2D Input = Value.Get();
if (Controller && (Input != FVector2D::ZeroVector))
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
const FVector Forward = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector Right = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(Forward, Input.Y);
AddMovementInput(Right, Input.X);
}
}
“`
🔍 **Common Mistake**: Swapping `Input.X` and `Input.Y` accidentally.
– `Input.X` = **Right**
– `Input.Y` = **Forward**
If you call `AddMovementInput(Forward, Input.X)`, the forward vector will never fire.
#### ✅ 3. **Binding to the Enhanced Input Subsystem**
Make sure your character or player controller has the correct setup:
“`cpp
UEnhancedInputLocalPlayerSubsystem* Subsystem =
ULocalPlayer::GetSubsystem(GetWorld()->GetFirstLocalPlayerFromController());
Subsystem->AddMappingContext(IMC_Default, 0);
“`
And you’re registering the input like:
“`cpp
UEnhancedInputComponent* EnhancedInput = Cast(InputComponent);
EnhancedInput->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
“`
#### ✅ 4. **Debugging Tip**
Throw a log inside your `Move()` method:
“`cpp
UE_LOG(LogTemp, Warning, TEXT(“Input: %s”), *Input.ToString());
“`
If you’re seeing something like `X=0 Y=0`, then your binding or input device is broken. If it says `X=0.5 Y=0`, then it’s getting lateral input only — likely a mapping problem.
—
Want me to walk you through the exact class setup or post a clean minimal version?
Lets swtich over to BP for this as I am not ready for c yet
Totally fair—Blueprints are like floaties for swimming in the Unreal ocean. Let’s get your forward/back input working in **Blueprints using Enhanced Input**.
### 🎯 Goal:
Get character moving **forward/backward** in addition to **right/left** using `IMC_Default` and a `IA_Move` (2D vector input).
—
### 🧩 STEP-BY-STEP (BP Version):
#### 1. **Check Your Input Action**
– Open `IA_Move`.
– Make sure **Value Type** is set to **Axis2D**.
– Confirm W/S are mapped to **Y Axis**, A/D to **X Axis**.
#### 2. **Character Blueprint Setup**
Inside your **Character Blueprint** (e.g., `BP_MyCharacter`):
1. **Event Graph → Bind Move Input:**
– Use `InputAction Move (Triggered)` → drag off and call a custom event or node logic.
2. **Extract Input Vector:**
– From the `Triggered` node, split the struct pin on `Input Action Value`.
– You’ll get `X` (right/left) and `Y` (forward/back).
3. **Get Control Rotation → Forward and Right Vectors:**
– `Get Control Rotation`
– `Break Rotator`
– `Make Rotator` with **Pitch = 0**, **Yaw = Control Yaw**, **Roll = 0**
– Feed that into:
– `Get Forward Vector`
– `Get Right Vector`
4. **Apply Movement:**
– Use `Add Movement Input` twice:
– First:
– World Direction = Forward Vector
– Scale Value = `Y`
– Second:
– World Direction = Right Vector
– Scale Value = `X`
💡 **Important:** Y is **forward/back**. X is **right/left**.
—
### 🛠 BONUS TROUBLESHOOTING
– Check if `IA_Move` is added to `IMC_Default`.
– Make sure `IMC_Default` is added to your player via the **Enhanced Input Subsystem** in your PlayerController or GameMode (Blueprint or C++).
– If movement only works sideways, it’s 99% chance your **Y axis isn’t bound** or not being used in the movement logic.
Want a screenshot-style diagram of the Blueprint flow?
ok, back to c. // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include “Engine/DataAsset.h”
#include “InputModifiers.h”
#include “InputTriggers.h”
#include “InputAction.generated.h”
struct FPropertyChangedEvent;
class UPlayerMappableKeySettings;
enum class ETriggerEventInternal : uint8;
/**
* This is an advanced setting that allows you to change how the value of an Input Action is calculated when there are
* multiple mappings to the same Input Action. The default behavior is to accept highest absolute value.
*/
UENUM()
enum class EInputActionAccumulationBehavior : uint8
{
/**
* Take the value from the mapping with the highest Absolute Value.
*
* For example, given a value of -0.3 and 0.5, the input action’s value would be 0.5.
*/
TakeHighestAbsoluteValue,
/**
* Cumulatively adds the key values for each mapping.
*
* For example, a value of -0.7 and +0.75 on the same input action would result in a value of 0.05.
*
* A practical example of when to use this would be for something like WASD movement, if you want pressing W and S to cancel each other out.
*/
Cumulative,
};
/**
* An Input Action is a logical representation of something the user can do, such as “Jump” or “Crouch”.
* These are what your gameplay code binds to in order to listen for input state changes. For most scenarios
* your gameplay code should be listening for the “Triggered” event on an input action. This will allow
* for the most scalable and customizable input configuration because you can add different triggers
* for each key mapping in the Input Mapping Context.
*
* They are the conceptual equivalent to “Action” and “Axis” mapping names from the Legacy Input System.
*
* Note: These are instanced per player (via FInputActionInstance)
*/
UCLASS(BlueprintType)
class ENHANCEDINPUT_API UInputAction : public UDataAsset
{
GENERATED_BODY()
public:
#if WITH_EDITOR
// Track actions that have had their ValueType changed to update blueprints referencing them.
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
static TSet ActionsWithModifiedValueTypes;
static TSet ActionsWithModifiedTriggers;
/**
* Returns a bitmask of supported trigger events that is built from each UInputTrigger on this Action.
*/
ETriggerEventsSupported GetSupportedTriggerEvents() const;
DECLARE_MULTICAST_DELEGATE(FTriggersChanged);
DECLARE_MULTICAST_DELEGATE(FModifiersChanged);
FTriggersChanged OnTriggersChanged;
FModifiersChanged OnModifiersChanged;
#endif // WITH_EDITOR
/**
* Returns the Player Mappable Key Settings for this Input Action.
*/
const TObjectPtr& GetPlayerMappableKeySettings() const { return PlayerMappableKeySettings; }
// A localized descriptor of this input action
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = “Description”)
FText ActionDescription = FText::GetEmpty();
// Should this action be able to trigger whilst the game is paused – Replaces bExecuteWhenPaused
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Action)
bool bTriggerWhenPaused = false;
// Should this action swallow any inputs bound to it or allow them to pass through to affect lower priority bound actions?
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Input Consumption”, meta=(DisplayName=”Consume Lower Priority Enhanced Input Mappings”))
bool bConsumeInput = true;
/**
* Should this Input Action consume any legacy Action and Axis key mappings?
* If true, then any key mapping to this input action will consume(aka block) the legacy key
* mapping from firing delegates.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Input Consumption”)
bool bConsumesActionAndAxisMappings = false;
// This action’s mappings are not intended to be automatically overridden by higher priority context mappings. Users must explicitly remove the mapping first. NOTE: It is the responsibility of the author of the mapping code to enforce this!
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Action)
bool bReserveAllMappings = false; // TODO: Need something more complex than this?
/** A bitmask of trigger events that, when reached, will consume any FKeys mapped to this input action. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = “Input Consumption”, meta=(EditCondition = “bConsumesActionAndAxisMappings”, Bitmask, BitmaskEnum=”/Script/EnhancedInput.ETriggerEvent”))
int32 TriggerEventsThatConsumeLegacyKeys;
// The type that this action returns from a GetActionValue query or action event
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Action, AssetRegistrySearchable)
EInputActionValueType ValueType = EInputActionValueType::Boolean;
/**
* This defines how the value of this input action will be calcuated in the case that there are multiple key mappings to the same input action.
*
* When TakeHighestAbsoluteValue is selected, then the key mapping with the highest absolutle value will be utilized. (Default)
* When Cumulative is selected, then each key mapping will be added together to get the key value.
*
* @see UEnhancedPlayerInput::ProcessActionMappingEvent, where this property is read from.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Action, AdvancedDisplay)
EInputActionAccumulationBehavior AccumulationBehavior = EInputActionAccumulationBehavior::TakeHighestAbsoluteValue;
/**
* Trigger qualifiers. If any trigger qualifiers exist the action will not trigger unless:
* At least one Explicit trigger in this list has been met.
* All Implicit triggers in this list are met.
*/
UPROPERTY(EditAnywhere, Instanced, BlueprintReadWrite, Category = Action)
TArray<TObjectPtr> Triggers;
/**
* Modifiers are applied to the final action value.
* These are applied sequentially in array order.
* They are applied on top of any FEnhancedActionKeyMapping modifiers that drove the initial input
*
* Note: Modifiers defined in the Input Action asset will be applied AFTER any modifiers defined in individual key mappings in the Input Mapping Context asset.
*/
UPROPERTY(EditAnywhere, Instanced, BlueprintReadWrite, Category = Action, meta=(DisplayAfter=”Triggers”))
TArray<TObjectPtr> Modifiers;
protected:
/**
* Holds setting information about this Action Input for setting screen and save purposes.
*/
UPROPERTY(EditAnywhere, Instanced, BlueprintReadWrite, Category = “User Settings”, meta=(AllowPrivateAccess))
TObjectPtr PlayerMappableKeySettings;
};
// Calculate a collective representation of trigger state from evaluations of all triggers in one or more trigger groups.
struct FTriggerStateTracker
{
// Trigger rules by evaluated trigger count:
// Implicits == 0, Explicits == 0 – Always fire, unless value is 0.
// Implicits == 0, Explicits > 0 – At least one explict has fired.
// Implicits > 0, Explicits == 0 – All implicits have fired.
// Implicits > 0, Explicits > 0 – All implicits and at least one explicit have fired.
// Blockers > 0 – Override all other triggers to force trigger failure.
// Add a group of triggers to the evaluated state, returning the new trigger state.
ETriggerState EvaluateTriggers(const UEnhancedPlayerInput* PlayerInput, const TArray& Triggers, FInputActionValue ModifiedValue, float DeltaTime);
ETriggerState GetState() const;
void SetMappingTriggerApplied(bool bNewVal) { bMappingTriggerApplied = bNewVal; }
bool GetMappingTriggerApplied() const { return bMappingTriggerApplied; }
bool operator>=(const FTriggerStateTracker& Other) const { return GetState() >= Other.GetState(); }
bool operator< (const FTriggerStateTracker& Other) const { return GetState() < Other.GetState(); }
// TODO: Hacky. This is the state we should return if we have evaluated no valid triggers. Set during action evaluation based on final ModifiedValue.
void SetStateForNoTriggers(ETriggerState State);
private:
ETriggerState NoTriggerState = ETriggerState::None;
bool bEvaluatedInput = false; // Non-zero input value was provided at some point in the evaluation
bool bEvaluatedTriggers = false; // At least one valid trigger was evaluated
bool bFoundActiveTrigger = false; // If any trigger is in an ongoing or triggered state the final state must be at least ongoing (with the exception of blocking triggers!)
bool bAnyExplictTriggered = false;
bool bFoundExplicit = false; // If no explicits are found the trigger may fire through implicit testing only. If explicits exist at least one must be met.
bool bAllImplicitsTriggered = true;
bool bBlocking = false; // If any trigger is blocking, we can't fire.
bool bMappingTriggerApplied = false; // Set to true when an actionmapping is processed and triggers were found
};
// Run time queryable action instance
// Generated from UInputAction templates above
USTRUCT(BlueprintType)
struct ENHANCEDINPUT_API FInputActionInstance
{
friend class UEnhancedPlayerInput;
friend class UInputTriggerChordAction;
GENERATED_BODY()
private:
// The source action that this instance is created from
UPROPERTY(BlueprintReadOnly, Category = "Input", Meta = (AllowPrivateAccess))
TObjectPtr SourceAction = nullptr;
// Internal trigger states
ETriggerState LastTriggerState = ETriggerState::None;
FTriggerStateTracker TriggerStateTracker;
ETriggerEventInternal TriggerEventInternal = ETriggerEventInternal(0);
protected:
// Trigger state
UPROPERTY(BlueprintReadOnly, Transient, Category = Action)
ETriggerEvent TriggerEvent = ETriggerEvent::None;
// The last time that this evaluated to a Triggered State
UPROPERTY(BlueprintReadOnly, Transient, Category = Action)
float LastTriggeredWorldTime = 0.0f;
UPROPERTY(Instanced, BlueprintReadOnly, Category = Config)
TArray<TObjectPtr> Triggers;
UPROPERTY(Instanced, BlueprintReadOnly, Category = Config)
TArray<TObjectPtr> Modifiers;
// Combined value of all inputs mapped to this action
FInputActionValue Value;
// Total trigger processing/evaluation time (How long this action has been in event Started, Ongoing, or Triggered
UPROPERTY(BlueprintReadOnly, Category = Action)
float ElapsedProcessedTime = 0.f;
// Triggered time (How long this action has been in event Triggered only)
UPROPERTY(BlueprintReadOnly, Category = Action)
float ElapsedTriggeredTime = 0.f;
public:
FInputActionInstance() = default;
FInputActionInstance(const UInputAction* InSourceAction);
// Current trigger event
ETriggerEvent GetTriggerEvent() const { return TriggerEvent; }
// Current action value – Will be zero if the current trigger event is not ETriggerEvent::Triggered!
FInputActionValue GetValue() const { return TriggerEvent == ETriggerEvent::Triggered ? Value : FInputActionValue(Value.GetValueType(), FInputActionValue::Axis3D::ZeroVector); }
// Total time the action has been evaluating triggering (Ongoing & Triggered)
float GetElapsedTime() const { return ElapsedProcessedTime; }
// Time the action has been actively triggered (Triggered only)
float GetTriggeredTime() const { return ElapsedTriggeredTime; }
// Time that this action was last actively triggered
float GetLastTriggeredWorldTime() const { return LastTriggeredWorldTime; }
const TArray& GetTriggers() const { return Triggers; }
const TArray& GetModifiers() const { return Modifiers; }
// The source action that this instance is created from
const UInputAction* GetSourceAction() const { return SourceAction; }
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include “CoreMinimal.h”
#include “InputMappingQuery.h”
#endif
Ah yes, *Enhanced Input*’s `UInputAction` spaghetti—where `Modifiers` and `Triggers` party together while pretending they’re not holding up the game loop. Let’s break this beast down and highlight the core elements, the gotchas, and why you might care when diving back into C++ territory.
—
### ⚙️ **Purpose**
This whole file defines the *Enhanced Input* system’s core unit: `UInputAction`. It’s UE5’s modern replacement for `Action Mappings` and `Axis Mappings`. The goal is flexibility—trigger types, modifiers, multiple mappings, player remapping, context layering, etc.
—
### 🔑 **Key Components**
#### `UInputAction`
– Inherits from `UDataAsset`—meaning it’s a data-only object you can easily reference and configure in-editor.
– **`Triggers`** – Determine *when* an action should fire.
– **`Modifiers`** – Alter the *value* of the input before it’s sent to logic.
– **`ValueType`** – `Boolean`, `Axis1D`, `Axis2D`, or `Axis3D`. Determines what kind of data this action expects.
– **`bTriggerWhenPaused`** – Should this action work even if the game is paused?
– **`bConsumeInput`** – Blocks lower-priority mappings from receiving the same input.
– **`AccumulationBehavior`** – Whether multiple bindings sum or take the strongest.
#### `FInputActionInstance`
– Holds per-player, runtime state.
– Tracks:
– `TriggerEvent` (e.g., Started, Ongoing, Triggered).
– `Value` (final modified input).
– Time-based metadata (`ElapsedTriggeredTime`, etc.).
– Its own `Triggers` and `Modifiers`, copied from the source asset but mutable at runtime.
#### `FTriggerStateTracker`
– Evaluates the triggers and enforces the rules:
– Implicit: all must pass.
– Explicit: at least one must pass.
– Blockers: override everything with a fail.
—
### 👀 **What to Watch Out For**
– `ValueType` matters *a lot*. If you change it in the editor, your consuming code/blueprints might misinterpret the returned `FInputActionValue`.
– Triggers can silently suppress events if you don’t configure them right—*especially if you use both Implicit and Explicit and forget to trigger one*.
– `FInputActionInstance` returns a *zeroed value* if not actively triggered. That’s easy to misread in logic.
—
### 🧠 Why This Matters
If you’re going to manage inputs in C++, especially across local multiplayer, remappable inputs, or layered input contexts (like menus over gameplay), this structure gives you the control and the pain necessary to do it “right”.
Want some skeleton setup code to create and bind one of these in C++?
Does the code need any changes?
Your posted code is mostly clean and represents a core component of Unreal Engine’s Enhanced Input system, specifically the `UInputAction` and related trigger/modifier infrastructure. That said, here’s a critical eye with a few **suggested improvements** and **potential pitfalls** worth questioning:
—
### 🔍 **Things That Could Be Improved or Clarified**
#### 1. **`bAllImplicitsTriggered` Defaulted to `true`**
– **Issue**: This boolean assumes all implicit triggers fire unless proven otherwise. While this avoids extra logic in some cases, it’s risky if no triggers exist or an error occurs in evaluation.
– **Suggestion**: Consider initializing to `false` and explicitly validating each implicit to enforce correctness.
#### 2. **`TriggerEventsThatConsumeLegacyKeys` Bitmask Validity**
“`cpp
UPROPERTY(…, meta=(EditCondition = “bConsumesActionAndAxisMappings”, Bitmask, BitmaskEnum=”/Script/EnhancedInput.ETriggerEvent”))
“`
– **Question**: Does the engine enforce this enum path properly in all cases?
– **Suggestion**: Consider making a custom wrapper or validation logic if tooltips or editor behavior get weird here.
#### 3. **Poor Separation of Editor vs Runtime Concerns**
“`cpp
#if WITH_EDITOR
…
#endif
“`
– **Comment**: Good use of editor guards, but the editor-only logic is still tightly coupled. A helper class (e.g., `FInputActionEditorHelper`) would keep this cleaner.
#### 4. **`FInputActionValue GetValue()` Behavior**
“`cpp
return TriggerEvent == ETriggerEvent::Triggered ? Value : FInputActionValue(…);
“`
– **Problem**: You’re assuming all non-triggered states should return a zeroed value. Fine for gameplay, but this could confuse debugging tools or AI behaviors that want *raw* input regardless of trigger.
– **Fix**: Maybe add `GetRawValue()` alongside `GetValue()`.
#### 5. **`EvaluateTriggers()` Hidden Logic**
“`cpp
void SetStateForNoTriggers(ETriggerState State);
“`
– **Comment**: This “hacky” solution (your own comment) implies a smell. If you’re needing this, your trigger logic might be too monolithic or trying to shoehorn behavior into an inflexible structure.
—
### ✅ **What You’re Doing Right**
– Using `UDataAsset` for defining actions: excellent for modular input.
– Keeping triggers/modifiers instanced: allows per-player variation.
– Clean separation of `Triggers` vs `Modifiers`: avoids ambiguity.
– Use of `BlueprintReadOnly` with `Transient` where it makes sense: solid understanding of runtime memory.
—
### ❓ Skeptical Thoughts
– Why is `ETriggerEventInternal` not documented or visible? Is it really necessary, or just a holdover abstraction?
– Does `bReserveAllMappings` *really* behave predictably with multiple contexts? Comments suggest a TODO — maybe bite the bullet and redesign that interaction if this matters for your use case.
– Could triggers be better managed using a trigger group class instead of TArrays? The array-of-pointers model is okay, but composability suffers.
—
### TL;DR: Recommended Changes
| Change | Why |
|——-|—–|
| Separate editor logic into helper | Cleaner, modular code |
| Add `GetRawValue()` | Avoids forced zero return when you don’t want it |
| Reconsider `bAllImplicitsTriggered = true` | Potential silent bug |
| Rework `SetStateForNoTriggers()` | Band-aid over design flaw |
| Explore using struct/group for triggers | Better data control, extensibility |
—
Want me to sketch a redesign of the trigger/modifier evaluation logic with those issues in mind?
STILL CANT MOVE L OR R
STILL CANT MOVE UP OR BACK. The reason I gave you the UnputAction file. Do you need to see another?
Ah, **so this isn’t just a code review — it’s a live bughunt.** You’re not moving left or right. That narrows the field.
Here’s the quick triage checklist based on your `UInputAction` setup and common Enhanced Input pitfalls:
—
### 🕵️
Got it—you’re stuck not being able to move **up** or **backward**, and since you gave me the `InputAction.cpp`, I’m going to assume:
1. You’ve correctly bound an action for movement using Enhanced Input.
2. Forward movement only works for **forward** and **right**, but **not** backward (S key) or **up** (jump/fly/space/etc).
So yes—`UInputAction` is clean, but **that file doesn’t tell me**:
– How you’re processing input values
– What your `PlayerController`, `Pawn`, or `Character` does with the `InputAction`
– What mappings exist in your `InputMappingContext`
—
### 👀 Next File I Need to See
To diagnose this, I need **one of these**:
1. **Your character or pawn class** (especially if it has `AddMovementInput`, `ConsumeInput`, or `EnhancedInputComponent->BindAction(…)`)
2. **Your Input Mapping Context setup** (e.g., `SetupPlayerInputComponent`, or if you’re assigning a `UInputMappingContext` somewhere)
3. The **trigger or modifier** logic attached to the InputAction (if you’re using axis scaling or custom triggers)
—
### 🧠 The Likely Culprits
Without seeing more, these are usual suspects:
| Issue | Explanation |
|——-|————-|
| `InputAction` is using `ETriggerEvent::Triggered` only | Might not respond to axis input on both directions properly |
| `UInputMappingContext` has axis scale set to zero or wrong | Common when using negative values |
| `AddMovementInput()` is being fed a clamped or one-way vector | If you manually clamp to `[0,1]`, you kill backward |
| Modifier/trigger is filtering input | E.g., a trigger that only fires for positive values |
—
### 🔧 Quick Test
While we wait for more code: try binding your input **without modifiers/triggers**, or replace the current logic with something like:
“`cpp
void AMyCharacter::Move(const FInputActionValue& Value)
{
FVector2D MoveVector = Value.Get();
AddMovementInput(GetActorForwardVector(), MoveVector.Y); // forward/back
AddMovementInput(GetActorRightVector(), MoveVector.X); // right/left
}
“`
If that **still fails**, then the issue is either:
– Mapping is borked
– Axis isn’t returning negative values
– You’re filtering input via `ETriggerEvent::Triggered` instead of `Started/Triggered/Ongoing` (try logging input values to confirm)
—
Want to send your character movement binding code next? That’ll speed things up.
What stting should be in project settings
Ah, now we’re getting to the meat of it—**Project Settings** in Unreal **do matter** when using **Enhanced Input**, but most of them are **one-time setup** steps. If your character isn’t moving **backward** or **up**, something might be missing or misconfigured in one of these areas:
—
### ✅ REQUIRED PROJECT SETTINGS FOR ENHANCED INPUT (as of UE 5.2+)
#### 1. **Default Input System**
– ✅ Go to: `Edit → Project Settings → Plugins → Enhanced Input`
– ✔️ **Enable Enhanced Input System** (should be ON by default in 5.2+)
– ❌ Do NOT use Legacy Input Bindings if you’ve migrated to Enhanced Input.
—
#### 2. **Default Input Mapping Context Setup**
– Usually done in **your PlayerController** or **Pawn BeginPlay**, something like:
“`cpp
UEnhancedInputLocalPlayerSubsystem* Subsystem =
ULocalPlayer::GetSubsystem(GetLocalPlayer());
Subsystem->AddMappingContext(DefaultMappingContext, 0);
“`
If you **don’t do this**, your input actions are never active—even if defined.
—
#### 3. **Input Action Bindings in Code**
In `SetupPlayerInputComponent`:
“`cpp
if (UEnhancedInputComponent* EIComp = Cast(PlayerInputComponent))
{
EIComp->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
}
“`
⚠️ You *must* bind to a valid `ETriggerEvent`, and `Triggered` alone might ignore “zero or negative” input. Try **`ETriggerEvent::Started`** or **`Ongoing`**.
—
#### 4. **Input Mapping Context Settings**
Double-click your `Input Mapping Context` asset:
– Make sure `MoveAction` is mapped to **WASD or Left Stick**
– Each key should have an **Axis scale**:
– W: `Y = +1`
– S: `Y = -1`
– D: `X = +1`
– A: `X = -1`
– 🎯 If **S** (backward) or any other direction has 0 scale or is missing—movement fails.
—
#### 5. **Your Player Controller is Actually Possessing the Pawn**
– Self-explanatory but missed often. Confirm with:
“`cpp
UE_LOG(LogTemp, Warning, TEXT(“IsLocallyControlled: %s”), IsLocallyControlled() ? TEXT(“Yes”) : TEXT(“No”));
“`
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### ⚠️ Common Enhanced Input Gotchas
| Problem | Fix |
|——–|——|
| Input not firing | Mapping context not added in runtime |
| Only forward/right works | InputAction is 1-way or no axis scale on InputMapping |
| InputAction returns zero | TriggerEvent wrong or axis not connected |
| Can’t move up (jump/fly) | You need a separate `JumpAction`, mapped to Space or Axis for Fly |
—
Want to send me your Input Mapping Context screenshot or confirm what trigger/modifier setup you used? That would really narrow it down.