claude-code-arcane 2.3.0 → 2.5.0

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Files changed (141) hide show
  1. package/CHANGELOG.md +23 -0
  2. package/README.md +131 -41
  3. package/agents/game/ue-blueprint-specialist.md +125 -0
  4. package/agents/game/ue-gas-specialist.md +133 -0
  5. package/agents/game/ue-umg-specialist.md +131 -0
  6. package/dist/cli.js +642 -478
  7. package/docs/SKILLS-CATALOG.md +42 -3
  8. package/docs/USER-GUIDE.md +28 -54
  9. package/hooks/detect-unreal.sh +90 -0
  10. package/package.json +2 -1
  11. package/profiles/agile.yaml +1 -1
  12. package/profiles/ai.yaml +1 -1
  13. package/profiles/android-native.yaml +1 -1
  14. package/profiles/audio.yaml +1 -1
  15. package/profiles/backend-dotnet.yaml +1 -1
  16. package/profiles/backend-go.yaml +1 -1
  17. package/profiles/backend-nestjs.yaml +1 -1
  18. package/profiles/backend-nextjs.yaml +1 -1
  19. package/profiles/backend-ts.yaml +1 -1
  20. package/profiles/business.yaml +1 -1
  21. package/profiles/clevel.yaml +1 -1
  22. package/profiles/clickup.yaml +1 -1
  23. package/profiles/core.yaml +1 -1
  24. package/profiles/database.yaml +1 -1
  25. package/profiles/design.yaml +1 -1
  26. package/profiles/docs.yaml +1 -1
  27. package/profiles/ecommerce.yaml +1 -1
  28. package/profiles/finance.yaml +1 -1
  29. package/profiles/flutter.yaml +1 -1
  30. package/profiles/freelance.yaml +1 -1
  31. package/profiles/frontend.yaml +1 -1
  32. package/profiles/infra.yaml +1 -1
  33. package/profiles/integrations.yaml +1 -1
  34. package/profiles/ios-native.yaml +1 -1
  35. package/profiles/jira.yaml +1 -1
  36. package/profiles/job-hunt.yaml +1 -1
  37. package/profiles/marketing.yaml +1 -1
  38. package/profiles/mobile.yaml +1 -1
  39. package/profiles/regulatory.yaml +1 -1
  40. package/profiles/second-brain.yaml +1 -1
  41. package/profiles/security.yaml +1 -1
  42. package/profiles/self-improving.yaml +1 -1
  43. package/profiles/statusline.yaml +1 -1
  44. package/profiles/testing.yaml +1 -1
  45. package/profiles/unity-design.yaml +1 -1
  46. package/profiles/unity-dev.yaml +1 -1
  47. package/profiles/unreal-dev.yaml +97 -0
  48. package/profiles/visual-novel.yaml +1 -1
  49. package/rules/gamedev/unreal-code.md +125 -0
  50. package/skills/arcane-list/SKILL.md +12 -7
  51. package/skills/install-mcp/SKILL.md +135 -46
  52. package/skills/install-mcp/references/unreal-operations.md +55 -0
  53. package/skills/ue-actor-component-architecture/SKILL.md +509 -0
  54. package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
  55. package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
  56. package/skills/ue-ai-navigation/SKILL.md +526 -0
  57. package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
  58. package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
  59. package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
  60. package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
  61. package/skills/ue-animation-system/SKILL.md +521 -0
  62. package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
  63. package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
  64. package/skills/ue-async-threading/SKILL.md +433 -0
  65. package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
  66. package/skills/ue-async-threading/references/threading-patterns.md +345 -0
  67. package/skills/ue-audio-system/SKILL.md +527 -0
  68. package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
  69. package/skills/ue-blueprints/SKILL.md +134 -0
  70. package/skills/ue-blueprints/references/communication.md +82 -0
  71. package/skills/ue-character-movement/SKILL.md +475 -0
  72. package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
  73. package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
  74. package/skills/ue-cpp-foundations/SKILL.md +533 -0
  75. package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
  76. package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
  77. package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
  78. package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
  79. package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
  80. package/skills/ue-data-assets-tables/SKILL.md +527 -0
  81. package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
  82. package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
  83. package/skills/ue-editor-tools/SKILL.md +523 -0
  84. package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
  85. package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
  86. package/skills/ue-game-features/SKILL.md +477 -0
  87. package/skills/ue-game-features/references/experience-system.md +222 -0
  88. package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
  89. package/skills/ue-gameplay-abilities/SKILL.md +518 -0
  90. package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
  91. package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
  92. package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
  93. package/skills/ue-gameplay-framework/SKILL.md +466 -0
  94. package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
  95. package/skills/ue-input-system/SKILL.md +394 -0
  96. package/skills/ue-input-system/references/cpp-setup.md +131 -0
  97. package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
  98. package/skills/ue-input-system/references/input-action-reference.md +731 -0
  99. package/skills/ue-mass-entity/SKILL.md +476 -0
  100. package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
  101. package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
  102. package/skills/ue-materials-rendering/SKILL.md +526 -0
  103. package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
  104. package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
  105. package/skills/ue-module-build-system/SKILL.md +487 -0
  106. package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
  107. package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
  108. package/skills/ue-naming-conventions/SKILL.md +142 -0
  109. package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
  110. package/skills/ue-naming-conventions/references/content-structure.md +83 -0
  111. package/skills/ue-networking-replication/SKILL.md +452 -0
  112. package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
  113. package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
  114. package/skills/ue-niagara-effects/SKILL.md +531 -0
  115. package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
  116. package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
  117. package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
  118. package/skills/ue-packaging/SKILL.md +116 -0
  119. package/skills/ue-physics-collision/SKILL.md +423 -0
  120. package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
  121. package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
  122. package/skills/ue-procedural-generation/SKILL.md +505 -0
  123. package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
  124. package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
  125. package/skills/ue-project-context/SKILL.md +305 -0
  126. package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
  127. package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
  128. package/skills/ue-serialization-savegames/SKILL.md +524 -0
  129. package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
  130. package/skills/ue-state-trees/SKILL.md +489 -0
  131. package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
  132. package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
  133. package/skills/ue-testing-debugging/SKILL.md +520 -0
  134. package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
  135. package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
  136. package/skills/ue-ui-umg-slate/SKILL.md +431 -0
  137. package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
  138. package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
  139. package/skills/ue-world-level-streaming/SKILL.md +518 -0
  140. package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
  141. package/templates/gamedev/unreal-project-context.md +107 -0
@@ -0,0 +1,131 @@
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+ > Adapted from the `unreal-enhanced-input` skill in [awesome-gamedev-agent-skills](https://github.com/gamedev-skills/awesome-gamedev-agent-skills) (Apache-2.0). Cross-skill references were remapped to Arcane slash commands.
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+
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+ # Enhanced Input — complete C++ Character (UE 5.8)
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+
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+ Depth for `/ue-input-system`: a self-contained third-person Character that adds a mapping
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+ context and binds move/look/jump. Verified against the Enhanced Input documentation.
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+
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+ ## Header
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+
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+ ```cpp
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+ // MyCharacter.h
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+ #pragma once
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+ #include "CoreMinimal.h"
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+ #include "GameFramework/Character.h"
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+ #include "MyCharacter.generated.h"
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+
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+ class UInputMappingContext;
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+ class UInputAction;
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+ struct FInputActionValue;
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+
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+ UCLASS()
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+ class MYGAME_API AMyCharacter : public ACharacter
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+ {
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+ GENERATED_BODY()
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+ public:
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+ AMyCharacter();
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+
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+ protected:
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+ virtual void BeginPlay() override;
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+ virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override;
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+
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+ // Assign these in the Blueprint subclass (IMC_/IA_ assets).
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+ UPROPERTY(EditAnywhere, Category = "Input")
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+ TObjectPtr<UInputMappingContext> DefaultMappingContext;
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+
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+ UPROPERTY(EditAnywhere, Category = "Input")
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+ TObjectPtr<UInputAction> MoveAction;
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+
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+ UPROPERTY(EditAnywhere, Category = "Input")
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+ TObjectPtr<UInputAction> LookAction;
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+
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+ UPROPERTY(EditAnywhere, Category = "Input")
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+ TObjectPtr<UInputAction> JumpAction;
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+
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+ void Move(const FInputActionValue& Value);
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+ void Look(const FInputActionValue& Value);
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+ };
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+ ```
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+
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+ ## Source
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+
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+ ```cpp
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+ // MyCharacter.cpp
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+ #include "MyCharacter.h"
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+ #include "EnhancedInputComponent.h"
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+ #include "EnhancedInputSubsystems.h"
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+ #include "InputActionValue.h"
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+
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+ AMyCharacter::AMyCharacter()
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+ {
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+ // (camera/spring-arm setup omitted — see unreal-cpp-gameplay references)
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+ }
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+
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+ void AMyCharacter::BeginPlay()
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+ {
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+ Super::BeginPlay();
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+ if (APlayerController* PC = Cast<APlayerController>(GetController()))
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+ if (ULocalPlayer* LP = PC->GetLocalPlayer())
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+ if (UEnhancedInputLocalPlayerSubsystem* Subsystem =
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+ LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
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+ Subsystem->AddMappingContext(DefaultMappingContext, 0);
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+ }
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+
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+ void AMyCharacter::SetupPlayerInputComponent(UInputComponent* InputComponent)
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+ {
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+ Super::SetupPlayerInputComponent(InputComponent);
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+ if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent))
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+ {
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+ EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
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+ EIC->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
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+ EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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+ EIC->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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+ }
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+ }
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+
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+ void AMyCharacter::Move(const FInputActionValue& Value)
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+ {
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+ const FVector2D Axis = Value.Get<FVector2D>();
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+ if (Controller)
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+ {
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+ // Move relative to where the controller is facing (yaw only).
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+ const FRotator Yaw(0, Controller->GetControlRotation().Yaw, 0);
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+ AddMovementInput(FRotationMatrix(Yaw).GetUnitAxis(EAxis::X), Axis.Y);
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+ AddMovementInput(FRotationMatrix(Yaw).GetUnitAxis(EAxis::Y), Axis.X);
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+ }
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+ }
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+
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+ void AMyCharacter::Look(const FInputActionValue& Value)
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+ {
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+ const FVector2D Axis = Value.Get<FVector2D>();
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+ AddControllerYawInput(Axis.X);
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+ AddControllerPitchInput(Axis.Y);
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+ }
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+ ```
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+
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+ ## Build.cs
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+
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+ ```csharp
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+ PublicDependencyModuleNames.AddRange(new string[]
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+ {
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+ "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
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+ });
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+ ```
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+
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+ ## Asset setup checklist (editor)
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+
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+ 1. `IA_Move` — Value Type **Axis2D**; `IA_Look` — Axis2D; `IA_Jump` — **Digital (bool)**.
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+ 2. `IMC_Default` mappings:
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+ - `IA_Move`: W (no modifier), S (**Negate**), and a **Swizzle Input Axis Values** on the
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+ up/down keys so vertical maps to Y; A (**Negate**), D for X.
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+ - `IA_Look`: Mouse XY (add **Negate** on Y if inverted); gamepad right stick.
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+ - `IA_Jump`: Space Bar / gamepad face button.
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+ 3. In the Blueprint subclass of `AMyCharacter`, assign `DefaultMappingContext` and the three
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+ `IA_` assets.
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+
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+ ## Runtime rebinding note
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+
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+ Enhanced Input supports **Player Mappable Key Settings** on an Input Action plus the
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+ `UEnhancedInputUserSettings` subsystem to remap and persist keys at runtime — the supported
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+ path for a "rebind controls" menu in UE5. Mark the action's mapping as Player Mappable and
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+ query/modify it through that subsystem rather than editing the `IMC_` asset.
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+ # Enhanced Input — Editor-Side Workflow
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+
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+ > Adapted from the `unreal-enhanced-input` skill in [awesome-gamedev-agent-skills](https://github.com/gamedev-skills/awesome-gamedev-agent-skills) (Apache-2.0). Cross-skill references were remapped to Arcane slash commands.
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+
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+ Wire player input the modern UE5 way with the **Enhanced Input** system: data-driven Input
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+ Actions and Mapping Contexts instead of the legacy Project Settings axis/action mappings.
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+ Targets **UE 5.8** (Enhanced Input is the default; legacy input is deprecated).
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+
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+ ## When to use
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+
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+ - Use when adding movement/look/jump/fire input, creating Input Action (`IA_`) and Input
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+ Mapping Context (`IMC_`) assets, applying modifiers/triggers, adding a mapping context to a
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+ player, or binding actions in C++ or Blueprints.
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+ - Use when the project has `IA_*`/`IMC_*` assets or references `EnhancedInput`.
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+
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+ **When *not* to use:** engine-agnostic input *architecture* (rebinding strategy, buffering,
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+ multi-device design) → `input-systems`. The Pawn/Character C++ those bindings live in →
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+ `/ue-cpp-foundations`.
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+
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+ ## Core workflow
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+
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+ 1. **Enable the module/plugin.** Enhanced Input is on by default in UE5; for C++ binding add
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+ `"EnhancedInput"` to `PublicDependencyModuleNames` in `*.Build.cs`.
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+ 2. **Create Input Actions (`IA_`).** Each has a **Value Type**: `Digital (bool)` for buttons,
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+ `Axis1D (float)` for triggers, `Axis2D (Vector2D)` for movement/look.
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+ 3. **Create an Input Mapping Context (`IMC_`)** that maps keys/buttons to those actions. Use
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+ **Modifiers** to shape raw input (Negate, Swizzle Input Axis Values, Dead Zone) — e.g. WASD
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+ into one Axis2D needs Negate on A/S and a Swizzle on W/S. Use **Triggers** (Pressed, Hold,
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+ Tap) to decide *when* an action fires.
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+ 4. **Add the mapping context to the player** via the `EnhancedInputLocalPlayerSubsystem`
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+ (`AddMappingContext(IMC, Priority)`), usually in `BeginPlay`/possession.
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+ 5. **Bind actions** to handlers by `ETriggerEvent` (`Triggered`, `Started`, `Completed`, …) on
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+ the `EnhancedInputComponent`, and read the `FInputActionValue` in the handler.
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+ 6. **Verify** in PIE; the Enhanced Input debugging console commands
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+ (`showdebug enhancedinput`) show which actions trigger and their values.
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+
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+ ## Patterns
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+
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+ ### 1. Add the mapping context (C++ Character)
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+
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+ ```cpp
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+ void AMyCharacter::BeginPlay()
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+ {
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+ Super::BeginPlay();
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+ if (APlayerController* PC = Cast<APlayerController>(GetController()))
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+ if (ULocalPlayer* LP = PC->GetLocalPlayer())
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+ if (auto* Subsystem = LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
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+ Subsystem->AddMappingContext(DefaultMappingContext, /*Priority*/ 0);
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+ }
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+ // DefaultMappingContext is a UPROPERTY(EditAnywhere) TObjectPtr<UInputMappingContext>.
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+ ```
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+
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+ ### 2. Bind actions and read values
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+
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+ ```cpp
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+ void AMyCharacter::SetupPlayerInputComponent(UInputComponent* InputComponent)
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+ {
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+ Super::SetupPlayerInputComponent(InputComponent);
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+
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+ // The component is an Enhanced Input component when the plugin is active.
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+ if (UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent))
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+ {
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+ EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
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+ EIC->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
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+ EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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+ EIC->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
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+ }
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+ }
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+
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+ void AMyCharacter::Move(const FInputActionValue& Value)
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+ {
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+ const FVector2D Axis = Value.Get<FVector2D>(); // Axis2D action
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+ AddMovementInput(GetActorForwardVector(), Axis.Y);
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+ AddMovementInput(GetActorRightVector(), Axis.X);
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+ }
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+ ```
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+
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+ ### 3. Blueprint equivalent (node flow)
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+
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+ ```text
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+ Event BeginPlay
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+ -> Get Controller -> Cast To PlayerController -> Get Local Player
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+ -> Get EnhancedInputLocalPlayerSubsystem -> Add Mapping Context (IMC_Default, Priority 0)
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+
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+ // IA_Move is exposed as its own event node in the Character's Event Graph:
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+ EnhancedInputAction IA_Move (Triggered)
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+ -> Action Value (Vector2D) -> Add Movement Input (Forward * Y, Right * X)
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+ ```
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+
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+ ## Pitfalls
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+
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+ - **No input at all** — the mapping context was never added (`AddMappingContext`), or the
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+ player has no Local Player yet. Add it after possession/`BeginPlay`.
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+ - **Link/compile error binding in C++** — `"EnhancedInput"` isn't in `Build.cs`
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+ `PublicDependencyModuleNames`.
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+ - **WASD only moves on two keys / wrong axis** — Axis2D needs **Modifiers**: Negate on the
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+ negative keys (A, S) and a Swizzle Input Axis Values on the vertical (W/S) so both axes map
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+ correctly. Raw bindings without modifiers misbehave.
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+ - **`Get<FVector2D>()` returns zero** — value-type mismatch: the Input Action is Digital/Axis1D,
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+ not Axis2D. Match the `Get<T>()` to the action's Value Type.
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+ - **Action fires every frame unexpectedly** — `Triggered` repeats while held for a Down trigger;
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+ use `Started`/`Completed` for one-shots (jump press/release), or a Pressed/Tap trigger.
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+ - **Two contexts fight** — multiple mapping contexts stack by Priority; a higher-priority
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+ context can consume a key. Manage with priorities and `RemoveMappingContext`.
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+
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+ ## References
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+
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+ - For a complete first-/third-person C++ Character with Enhanced Input (header + source,
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+ including look/jump and a control-rebind note), read `references/cpp-setup.md`.
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+ - Primary docs: "Enhanced Input in Unreal Engine"
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+ (`https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine`).
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+
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+ ## Related skills
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+
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+ - `input-systems` — engine-agnostic input architecture and rebinding strategy.
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+ - `/ue-cpp-foundations` — the Character/Pawn class and module setup.
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+ - `fps-shooter` — composes input with a 3D controller and shooting.