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Lefteris Notas 3ca87a7893 Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems.
- Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen.
- Implemented HUD controller and interaction prompt display assets with detailed wiring instructions.
- Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences.
- Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics.
- Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components.
- Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities.
- Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
2026-05-20 15:34:06 +03:00

4.6 KiB

IA_* — Input Actions + IMC_* — Input Mapping Contexts

UE5 Path: Content/Framework/Input/Actions/ + Content/Framework/Input/Contexts/ Plugin Required: Enhanced Input (enabled in project plugins)


Prerequisites

  1. Project Settings → Plugins → Enhanced Input → Enabled ✓
  2. Restart editor after enabling

Input Actions — Create All (17 assets)

Gameplay Actions

Asset Name Value Type Description
IA_Move Axis2D WASD / Left Stick movement
IA_Look Axis2D Mouse / Right Stick camera
IA_Jump Digital (bool) Jump / Vault
IA_Sprint Digital (bool) Sprint (hold)
IA_Crouch Digital (bool) Toggle crouch
IA_Interact Digital (bool) Primary interact (E / X)
IA_InteractHold Digital (bool) Hold interaction (hold E)
IA_Reload Digital (bool) Reload weapon
IA_Fire Digital (bool) Primary fire
IA_AimDownSights Digital (bool) Aim (hold)
IA_Melee Digital (bool) Melee attack
IA_UseItem Digital (bool) Use equipped/quick-slot item
IA_ToggleInventory Digital (bool) Open/close inventory
IA_ToggleJournal Digital (bool) Open/close journal
IA_Pause Digital (bool) Pause menu
IA_Hide Digital (bool) Enter/exit hiding
IA_Peek Digital (bool) Peek while hiding

How to Create Each

  1. Content Browser → Content/Framework/Input/Actions/
  2. Right-click → Input → Input Action
  3. Name: IA_{Action}
  4. Open the asset → set Value Type per the table above
  5. Optionally add Triggers (Tap, Hold, Pressed, Released)
  6. Optionally add Modifiers (Negate, Dead Zone, Swizzle Axis)

Common Trigger/Modifier Setup

IA_Interact:    Trigger: Pressed
IA_InteractHold:  Trigger: Hold (HoldTimeThreshold = 0.5)
IA_Sprint:      Trigger: Hold
IA_Crouch:      Trigger: Pressed (toggle behavior in code)
IA_Fire:        Trigger: Pressed + Trigger: Hold (for auto-fire)
IA_AimDownSights: Trigger: Hold
IA_Pause:       Trigger: Pressed

Input Mapping Contexts — Create All (6 assets)

Asset Name Priority Contains These Actions When Active
IMC_Default 0 Move, Look, Jump, Sprint, Crouch, Interact, InteractHold, Reload, Fire, AimDownSights, Melee, UseItem, ToggleInventory, ToggleJournal, Pause Always (lowest priority)
IMC_Hiding 5 Hide, Peek (overrides some IMC_Default) While hidden
IMC_WristwatchUI 10 Interact (re-mapped to wristwatch), Look Wristwatch mode
IMC_Inspection 20 Look (rotation only), Interact (exit inspect) 3D inspect mode
IMC_UI 100 Pause (close), Interact (confirm) Any menu open
IMC_Vehicle 3 Move (vehicle), Look, Interact (exit) While in vehicle

How to Create Each

  1. Content Browser → Content/Framework/Input/Contexts/
  2. Right-click → Input → Input Mapping Context
  3. Name: IMC_{Context}
  4. Open → Add Mapping for each action in the table
  5. For each mapping, select the IA_ asset and assign a key binding

Default Key Bindings (PC — IMC_Default)

Action Primary Key Secondary Key
IA_Move W/A/S/D Left Stick
IA_Look Mouse XY Right Stick
IA_Jump Space A (gamepad)
IA_Sprint Left Shift Left Stick Click
IA_Crouch Left Ctrl B (gamepad)
IA_Interact E X (gamepad)
IA_Reload R Y (gamepad)
IA_Fire Left Mouse Right Trigger
IA_AimDownSights Right Mouse Left Trigger
IA_Melee V Right Stick Click
IA_UseItem Q D-Pad Up
IA_ToggleInventory Tab Select
IA_ToggleJournal J D-Pad Left
IA_Pause Escape Start

Context Priority System

IMC_UI (100)           ← Highest — blocks everything
IMC_Inspection (20)
IMC_WristwatchUI (10)
IMC_Hiding (5)
IMC_Vehicle (3)
IMC_Default (0)        ← Lowest — always active

When a higher-priority context is pushed, conflicting inputs from lower contexts are overridden. Non-conflicting inputs still pass through.


Test It

  • All 17 IA_ assets created with correct Value Types
  • All 6 IMC_ assets created with correct mappings
  • PIE: WASD moves character, mouse looks around, E interacts
  • Push IMC_Hiding → IMC_Default actions blocked except those also in IMC_Hiding
  • Open inventory → IMC_UI pushes → cursor appears → game inputs blocked