unreal-enhanced-input SKILL.md skillA

unreal-enhanced-input from ukanwat/overtime is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add ukanwat/overtime/unreal-enhanced-input@git:20260812.5b73825

Pins git:20260812.5b73825 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
ukanwat/overtime
Path
.claude/skills/unreal-enhanced-input/SKILL.md
Versions recorded
1
Latest version
git:20260812.5b73825, committed Aug 12, 2026
Size
6,176 bytes
Repository stars
399
License
MIT

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# Unreal Enhanced Input

Wire player input the modern UE5 way with the **Enhanced Input** system: data-driven Input
Actions and Mapping Contexts instead of the legacy Project Settings axis/action mappings.
Targets **UE 5.4+** (Enhanced Input is the default; legacy input is deprecated).

## When to use

- Use when adding movement/look/jump/fire input, creating Input Action (`IA_`) and Input
  Mapping Context (`IMC_`) assets, applying modifiers/triggers, adding a mapping context to a
  player, or binding actions in C++ or Blueprints.
- Use when the project has `IA_*`/`IMC_*` assets or references `EnhancedInput`.

**When *not* to use:** engine-agnostic input *architecture* (rebinding strategy, buffering,
multi-device design) → `input-systems`. The Pawn/Character C++ those bindings live in →
`unreal-cpp-gameplay`.

## Core workflow

1. **Enable the module/plugin.** Enhanced Input is on by default in UE5; for C++ binding add
   `"EnhancedInput"` to `PublicDependencyModuleNames` in `*.Build.cs`.
2. **Create Input Actions (`IA_`).** Each has a **Value Type**: `Digital (bool)` for buttons,
   `Axis1D (float)` for triggers, `Axis2D (Vector2D)` for movement/look.
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add ukanwat/overtime/unreal-enhanced-input@sha256:5d22e031f59befd1

The line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_kbhuizuhmz7g6x6s.svg)](https://markdownregistry.com/a/art_kbhuizuhmz7g6x6s)

1 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 1 version of this file, committed on Aug 12, 2026.

versioncommittedcommitsizeaudit
git:20260812.5b73825 latest2026-08-12 5b73825 6,176 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (6176 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_kbhuizuhmz7g6x6s
GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/unreal-enhanced-input
GET https://markdownregistry.com/api/v1/blob/5d22e031f59befd104c486537f75a0f095a201aafb7c2558be658ae00bb6db8e

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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Every file in ukanwat/overtime

Other files named unreal-enhanced-input

unreal-enhanced-input SKILL.md skill
gamedev-skills/awesome-gamedev-agent-skills · skills/unreal/unreal-enhanced-input/SKILL.md · Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and…
git:20260808.3727d02 · audit A · 1,784 stars

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