Using Enhanced Inputs
UNREAL ENGINE 5.1 to LATEST WITH ENHANCED INPUT
- ⚠️ Click the editor window after pressing PLAY so it receives input focus.
- ✅ Use
Axis1D(float) for axis-type actions and Digital (bool) for button inputs. - The plugin does not support
Axis2Dinputs. If you have something likeIA_Move, split it into separate actions such as:IA_Move_Forward, IA_Move_Side - 🚫 Remove default joystick bindings from
IMC_Defaultand useHID_Joystickinstead. - Otherwise, device assignment and input mapping will not function correctly.
- 🛠️ Disable Gamepad Controls in the Editor when running in PIE to prevent the editor from consuming joystick input.
- 📸 Follow each image carefully, also see Common Troubleshots section.
Create the Enhanced Input actions required for your game as you normally would.
For analog inputs, you must use Axis1D (float). This works the same way as in the native Unreal Enhanced Input system, where a single axis value represents inputs such as movement forward/backward or left/right.
Do not use Axis2D. Each axis should be defined as its own action (for example, separate actions for forward and side movement).
When configuring Enhanced Input, make sure to set both the Name and the Display Name.
These values define the custom label that will appear in the WM Input Manager UI, allowing users to clearly identify and rebind the action.
🖱️ Enable the mouse and switch the input mode to allow UI interaction when working with the Manager UI.
When manipulating the manager interface, make sure the game shows the mouse cursor and the input mode allows both Game and UI input. Otherwise, the UI will not properly receive mouse interaction.
text