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Enhanced Input

Community
kevinpbuckley
enhanced-input

Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA_) or Input Mapping Context (IMC_), bind keys to actions, or configure input triggers/modifiers.

Overview

Publisherkevinpbuckley
RepositoryVibeUE
Skill nameenhanced-input
Stars
735
Forks
161
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Enhanced Input AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/enhanced-input
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git /tmp/VibeUE
mkdir -p .claude/skills
cp -r /tmp/VibeUE/Content/Skills/enhanced-input .claude/skills/enhanced-input
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Enhanced Input in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Enhanced Input on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Enhanced Input is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "enhanced-input"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Enhanced Input Skill

Critical Rules

🚨 Real Python method names — do NOT search for the docstring's "action" names

The InputService class docstring lists MCP-style action ids (action_create, mapping_list_contexts, action_configure, ...). Those are not the Python method names — discover_python_class(method_filter=...) matches nothing for them. The complete real API is below; you rarely need a discovery call at all:

AreaMethods
Reflectiondiscover_types(), get_available_keys(filter=""), get_available_modifier_types(), get_available_trigger_types()
Actionscreate_action(name, path, value_type="Axis1D"), list_input_actions(), get_input_action_info(action_path) → info or None, configure_action(action_path, consume_input=True, trigger_when_paused=False, description=""), input_action_exists(action_path)
Contextscreate_mapping_context(name, path, priority=0), list_mapping_contexts(), get_mapping_context_info(context_path) → info or None, mapping_context_exists(context_path)
Mappingsget_mappings(context_path), add_key_mapping(context_path, action_path, key_name), remove_mapping(context_path, mapping_index), key_mapping_exists(context_path, action_path)
Modifiersadd_modifier(context_path, mapping_index, modifier_type), remove_modifier(context_path, mapping_index, modifier_index), get_modifiers(context_path, mapping_index)
Triggersadd_trigger(context_path, mapping_index, trigger_type, properties_json=""), add_action_trigger(action_path, trigger_type, properties_json="") → JSON, remove_trigger(context_path, mapping_index, trigger_index), get_triggers(context_path, mapping_index)

create_action value types are the strings discover_types() returns: "Boolean" (alias "Digital"), "Axis1D", "Axis2D", "Axis3D". The create_* folder may be a bare folder ("Input" goes under /Game) or start with its mount point (/Game/..., a plugin root); /Engine, /Script and /Temp are refused, and so is an invalid asset name (empty, a space, .), each with the reason in error_message. Modifiers and triggers are addressed by index on the mapping, so get_mappings / get_modifiers / get_triggers first, then add/remove by index.

⚠️ Property Names on Info Structs

StructWRONGCORRECT
InputTypeDiscoveryResultvalue_typesaction_value_types
KeyMappingInfokeykey_name
InputModifierInfomodifier_typetype_name or display_name
InputTriggerInfotrigger_typetype_name or display_name

⚠️ Value Types

Value TypeUse Case
BooleanSimple press/release (Jump, Fire)
Axis1DSingle axis (Throttle, Zoom)
Axis2DTwo axes (Move, Look)
Axis3DThree axes (3D manipulation)

⚠️ Key Names

Keyboard: SpaceBar, LeftShift, W, A, S, D, F1, Enter, Escape, BackSpace...
Mouse: LeftMouseButton, RightMouseButton, MouseScrollUp
Gamepad: Gamepad_FaceButton_Bottom, Gamepad_LeftThumbstick, Gamepad_LeftTrigger, Gamepad_RightTrigger
Paired axes (use these for Axis2D bindings): Mouse2D (mouse look), Gamepad_Left2D / Gamepad_Right2D (analog sticks)

Verify any other name with get_available_keys("thumb") (substring filter) instead of guessing.

⚠️ Triggers and Modifiers

Triggers: Pressed, Released, Down, Hold, Tap, Pulse
Modifiers: Negate, DeadZone, Scalar, SwizzleAxis (also: Smooth, SmoothDelta, ScaleByDeltaTime — use get_available_modifier_types() for the full set)


Workflows

Create Input Action

python
import unreal

result = unreal.InputService.create_action("Jump", "/Game/Input", "Boolean")
if result.success:
    unreal.EditorAssetLibrary.save_asset(result.asset_path)

Create Mapping Context

python
import unreal

result = unreal.InputService.create_mapping_context("Default", "/Game/Input", 0)
unreal.EditorAssetLibrary.save_asset(result.asset_path)

Add Key Mapping

python
import unreal

context_path = "/Game/Input/IMC_Default"
action_path = "/Game/Input/IA_Jump"
unreal.InputService.add_key_mapping(context_path, action_path, "SpaceBar")
unreal.EditorAssetLibrary.save_asset(context_path)

Add Triggers and Modifiers

python
import unreal

context_path = "/Game/Input/IMC_Default"
action_path = "/Game/Input/IA_Fire"

unreal.InputService.add_key_mapping(context_path, action_path, "LeftMouseButton")

# Get mapping index
mappings = unreal.InputService.get_mappings(context_path)
mapping_index = len(mappings) - 1

# Add trigger/modifier using mapping index
unreal.InputService.add_trigger(context_path, mapping_index, "Pressed")
unreal.InputService.add_modifier(context_path, mapping_index, "DeadZone")
unreal.EditorAssetLibrary.save_asset(context_path)

Trigger Settings

properties_json sets the new trigger's settings, by C++ name or snake_case (HoldTimeThreshold or hold_time_threshold, bIsOneShot or is_one_shot). Only the settings the trigger's Details panel shows can be set: runtime state such as HeldDuration, LastValue or bShouldAlwaysTick is refused ("not a trigger setting"), and a number outside the property's ClampMin/ClampMax is refused with the allowed range (hold_time_threshold must be >= 0). An unknown name, a refused setting or a bad value fails the call and adds nothing. add_action_trigger puts the trigger on the Input Action itself, so it applies to every mapping of the action; it returns PIE_ACTIVE while a play session runs (stop PIE first). Neither saves the asset, and a running PIE session keeps its copy of the triggers: restart PIE to see a change.

python
import unreal

# Hold 0.4 s before the charged attack fires, once per hold
unreal.InputService.add_trigger("/Game/Input/IMC_Default", 0, "Hold",
    '{"hold_time_threshold": 0.4, "is_one_shot": true}')

# A quick tap on the action itself, for every key bound to it
result = unreal.InputService.add_action_trigger("/Game/Input/IA_Dash", "Tap",
    '{"tap_release_time_threshold": 0.25}')
print(result)   # {"success": true, "trigger_index": 0, ...} or an error_code
unreal.EditorAssetLibrary.save_asset("/Game/Input/IA_Dash")

Get Mappings Info

python
import unreal

mappings = unreal.InputService.get_mappings("/Game/Input/IMC_Default")
for m in mappings:
    print(f"Action: {m.action_name}, Key: {m.key_name}")

info = unreal.InputService.get_input_action_info("/Game/Input/IA_Jump")
if info:
    print(f"Action: {info.action_name}, ValueType: {info.value_type}")

Discover Available Types

python
import unreal

types = unreal.InputService.discover_types()
print(f"Value Types: {types.action_value_types}")
print(f"Modifiers: {types.modifier_types}")
print(f"Triggers: {types.trigger_types}")

keys = unreal.InputService.get_available_keys()

Sample scripts (run via execute_python_code)

  • scripts/setup_input.txt — create an Input Action + Mapping Context and bind a key.

PIE input injection (issue #550)

Test input-driven gameplay WITHOUT remapping game assets or OS-level SendKeys — inject directly into the running PIE session (no OS window focus needed):

python
import unreal

# Enhanced Input action, QUEUED for the next input tick and released on the one after.
# X/Y/Z map to the value type. Read the result in a later call: nothing ticks while this one runs.
print(unreal.InputService.inject_action("/Game/Input/IA_Fire", 1.0))

# Hold an action for 1.5 s of real time (a guard, a charge, a Hold trigger); returns at once.
print(unreal.InputService.inject_action_for("/Game/Input/IA_Block", 1.5))
print(unreal.InputService.stop_injection("/Game/Input/IA_Block"))   # release early

# Raw key through Slate to the game viewport: "tap" (default), "down", "up", or "hold".
print(unreal.InputService.inject_key("SpaceBar"))
print(unreal.InputService.inject_key("RightMouseButton", "hold", 1.5))

All return JSON with success/error_code (PIE not running, NO_LOCAL_PLAYER / NO_PLAYER_CONTROLLER while PIE or a client's join is still starting — retry on a later call —, unknown key, BAD_DURATION outside 0.05 to 60 s). inject_action reports queued: true: it was queued, not yet applied. The action calls take pie_instance to pick a PIE world: -1, the default, is the first PIE world with a local player (the lowest instance number), and replies report the instance actually used. A hold is one hold per action and PIE world whatever the path spelling, so stop_injection finds it either way; holding a held key again extends it (extended: true); ending PIE drops every hold. See the pie-testing skill for the full verification loop.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Enhanced Input AI skill do?

Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA_) or Input Mapping Context (IMC_), bind keys to actions, or configure input triggers/modifiers.

Why use Enhanced Input on TypingMind?

Because you install it once and use it with any model. Enhanced Input is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Enhanced Input in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/enhanced-input. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Enhanced Input?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Enhanced Input?

As many as you like. As long as a model supports skills, you can use Enhanced Input with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Enhanced Input AI skill free?

Yes. It is published on GitHub by kevinpbuckley under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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