UInputAction
#include "InputAction.h" Description
A data asset representing a single logical input action (e.g. Jump, Fire, Move). Holds the value type, trigger configuration, and modifier settings. Referenced by UInputMappingContext and bound via UEnhancedInputComponent.
Caveats & Gotchas
- • UInputAction assets are shared — the same action asset can be mapped to different keys in different UInputMappingContext assets, enabling remappable input.
- • The ValueType (bool, Axis1D, Axis2D, Axis3D) must match what your binding callback expects. A type mismatch produces a zero value at runtime with no error.
- • Modifiers and Triggers configured on the UInputAction are applied globally. Per-mapping overrides are set on the mapping within UInputMappingContext.
Example
Reference in a character header C++
// In AMyCharacter.h
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
TObjectPtr<UInputAction> JumpAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input)
TObjectPtr<UInputAction> MoveAction;
// Assign the assets in the Character Blueprint's Details panel Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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