Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Enhanced Input Availability: StateTree Tools 2.0+
Adds an Input Mapping Context to the Enhanced Input Local Player Subsystem. Wraps the Blueprint Add Mapping Context node.
Bind the Subsystem input from a Get Enhanced Input Local Player Subsystem property function.
Bind this to the UEnhancedInputLocalPlayerSubsystem you want to add the context to. If invalid the task fails.
The UInputMappingContext asset to add.
Priority of this mapping context relative to others. Higher values take precedence. Default: 0.
| Option | Default | Description |
|---|---|---|
| Ignore All Pressed Keys Until Release | On | Prevents currently held keys from triggering actions until they are released after the context is added. |
| Force Immediately | Off | Forces the input mapping rebuild to happen immediately rather than being deferred to the next frame. |
By default the context is added when the state is entered. You can also add it on exit, with separate toggles for which exit reasons trigger the call (Stopped, Succeeded, or Failed). See Enter / Exit Firing for a full explanation.
When enabled, the mapping context is removed when the task exits. Only available when Call On Enter State is enabled. Remove On Exit State and Call On Exit State cannot both be enabled โ the StateTree compiler will reject that configuration.
If Subsystem or Mapping Context is invalid the task will fail. You can control whether a failure causes the task to return Failed or Succeeded using the Error Means Failure option.