Input Foundations
Tag-driven input on Enhanced Input: one config asset from keys to callbacks, plus rebindable modifier-key chords.
What you'll learn
- Understand the tag-driven layer CrimsonInput adds over Enhanced Input
- Create Input Actions and a Mapping Context the Crimson way
- Route input through the Crimson Input Component
- Author a CrimsonInputConfig pairing every action with an InputTag
- Bind native and GAS ability input in Blueprint and C++
- Apply mapping contexts with chord triggers injected
- Add modifier-key chords and persist them in user settings
Curriculum
- 1The Tag-Driven LayerOne data asset pairs each Input Action with a gameplay tag — code binds tags, not assets.2 min
- 2Enable the PluginTick CrimsonInput (and CrimsonCommon), restart. C++ projects add one module line.2 min
- 3Create Actions & a Mapping ContextPlain Enhanced Input assets: an action per input, one context binding keys to actions.4 min
- 4Use the Crimson Input ComponentOne ini line makes every pawn's input component a CrimsonInputComponent — the type that binds by tag.3 min
- 5Author the Input ConfigA CrimsonInputConfig data asset pairs every action with an InputTag — you define the hierarchy.4 min
- 6Bind the ActionsBlueprint uses Enhanced Input events; C++ binds by tag with BindNativeAction and BindAbilityActions.5 min
- 7Apply the Mapping ContextOne helper call on possession — and why it isn't the vanilla Add Mapping Context node.3 min
- 8Chords & User SettingsShift/Ctrl/Alt chords on any binding — inline for fixed schemes, rebindable and persisted for player-facing ones.5 min