

While sprinting and you press CTRL, then you should slide.

While walking and you press the CTRL key, you should crouch. For each of those Character Movement types, you can swap the Mapping Context to have the CTRL key do different actions. You can change how certain inputs behave depending on the current state of the player.įor example, if you have a player character that can walk, sprint, and be prone. This makes it easier to manage a large number of Actions. When you use Enhanced Input you can add and remove Mapping Contexts at runtime for the player.

This implements features like radial dead zones, chorded actions, contextual input, and prioritization, as well as the ability to extend your own filtering and processing of raw input data in an Asset-based environment. For Unreal Engine 5 (UE5) projects that require more advanced input features, like complex input handling or runtime control remapping, Enhanced Input provides developers with an upgrade path and backward compatibility from the default input system from Unreal Engine 4 (UE4).
