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Created: Sep 09, 2026Updated: Oct 19, 2026

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What You Can Build

Generic Input System helps you build input permissions and buffering that change with gameplay state. It works through a Pawn-owned component and Enhanced Input, without replacing your existing input assets or taking ownership of final action replication.

Gameplay Patterns You Can Build

  • Different input permissions during attack, dodge, interaction, ability, UI, or recovery states
  • Combo windows, roll buffering, ability pre-input, and interaction confirmation
  • Context-sensitive input selected through Gameplay Tags
  • Blueprint or C++ authored validation and response objects
  • StateTree states that enable, close, wait for, or inspect input windows

Tagged Input and Control Rules

  • Give actions stable gameplay meaning. Input Config maps Input Actions to Gameplay Tags and dispatches received Enhanced Input trigger events by tag.
  • Keep your existing Mapping Contexts. The component can add or remove configured Mapping Contexts, but it does not require rebuilding the whole Enhanced Input setup.
  • Change rules by state. Input Control Setups can be pushed and popped so the last active setup decides current permission, validation, and processing behavior.
  • Keep critical actions explicit. Always-allowed entries can bypass normal checkers for actions such as pause, menu back, or project-defined emergency controls.

Checkers, Processors, and Buffer Windows

  • Reuse validation through objects. Checkers can be extended in Blueprint or C++; the included tag relationship checker evaluates allowed or blocked input from Actor Gameplay Tags.
  • Respond by trigger phase. Processors filter by input tag and trigger events such as Started, Triggered, Ongoing, Canceled, and Completed.
  • Author input timing in data. Buffer Windows define allowed inputs and expose LastInput, Instant, and HighestPriority policies with state events. The current HighestPriority implementation can be overwritten by later input, so do not rely on its priority result yet.
  • Let several systems observe input. Async Blueprint listeners can watch normal or buffered input by tag, trigger event, and exact or hierarchical tag matching.

StateTree and Debugging

  • Tie input rules to state lifecycle. StateTree tasks can push control setups, open or close buffer windows, wait for window state, or test the latest buffered input.
  • Inspect the path at runtime. Gameplay Debugger integration and LogGIPS expose configuration, validation, buffering, processing, and active-window state.
  • Keep action results project-owned. GIPS decides whether local input passes and when it is released; attack, movement, ability, or network synchronization remains in project systems.

Boundaries to Design Around

  • The core component must be attached to a Pawn; PlayerController and AIController ownership are unsupported.
  • Raw hardware input is not replicated. Multiplayer games must synchronize and validate project-level actions produced by input.
  • GIPS extends Enhanced Input state management; it is not a complete combat, ability, or UI system.