CrimsonInput · Lesson 1 of 8
The Tag-Driven Layer
Before you start
- The CrimsonCommon — Setup & Foundations course
- Unreal Engine 5.8+
Chapters
The idea
CrimsonInput is a thin, tag-driven layer over Enhanced Input. One CrimsonInputConfig data asset pairs each InputAction with a gameplay tag; your code then binds tags to callbacks or GAS abilities instead of referencing action assets directly. Swap the config and the whole control scheme swaps with it.
On top of that it adds what Enhanced Input leaves out: settings-driven modifiers (deadzone, gamepad sensitivity, aim inversion), rebindable modifier-key chords, a press-and-hold trigger, and CommonUI action wiring.
Dependencies
Needs CrimsonCommon plus engine plugins EnhancedInput, GameplayAbilities, and CommonUI. Notably it has no CrimsonAbilitySystem dependency — GAS input goes through Epic's IAbilitySystemInterface, so it works with any ability system.
What we'll build
- Enable the plugin
- Create actions and a mapping context
- Switch to the Crimson Input Component
- Author the input config with your InputTag hierarchy
- Bind the actions and apply the context
- Add chords and user settings