Skip to main content

Step 3: Enhanced Input (input, opt-in)

Moves the legacy Action and Axis mappings to Enhanced Input. This step is not selected by default: the legacy input system still works in 5.8, and switching changes how input is handled at runtime, so it is your decision. See the FAQ.

Done automatically​

  • One Input Action per legacy Action or Axis mapping, plus a mapping context IMC_Migrated, created in /Game/Input/Migrated. Axis scales become modifiers (Scalar, Negate).
  • Blueprint InputAction and InputAxis events replaced by Enhanced Input action events, keeping the links (Pressed to Started, Released to Completed, AxisValue to ActionValue).
  • EnhancedPlayerInput and EnhancedInputComponent set as the default classes.
  • IMC_Migrated registered as a default mapping context.

Reported for you​

  • Chorded keys (a key combined with Shift/Ctrl/Alt) that need a chord trigger.
  • Use of the event's Key pin, which Enhanced Input events do not have.
  • Input events without a matching mapping.
  • C++ BindAction / BindAxis calls (Warning): C++ bindings have to be moved by hand.

Rule tables​

None. The step reads the project's input settings.

Examples​

Legacy (4.27)Enhanced Input (5.8)
Action mapping Jump (Space Bar)an Input Action for Jump in /Game/Input/Migrated, Space Bar mapped in IMC_Migrated
Axis mapping MoveForward (W = 1.0, S = -1.0)an Input Action for MoveForward, S mapped with a Negate modifier
InputAction Jump eventEnhanced Input action event for the Jump Input Action