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 (
PressedtoStarted,ReleasedtoCompleted,AxisValuetoActionValue). EnhancedPlayerInputandEnhancedInputComponentset as the default classes.IMC_Migratedregistered 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
Keypin, which Enhanced Input events do not have. - Input events without a matching mapping.
- C++
BindAction/BindAxiscalls (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 event | Enhanced Input action event for the Jump Input Action |