Input Actions & Mapping Contexts Reference

Purpose and Scope

This document lists the main Input Action and Input Mapping Context assets used in the project. It explains what they are for, where they are typically used, and how they relate to gameplay systems. This is a reference document, not a step-by-step setup guide.

Core Concepts

The project uses Unreal Engine Enhanced Input with two main asset types:

  • Input Action (IA_*) defines a gameplay input such as move, look, jump, interact, fire, reload, or open menu.
  • Input Mapping Context (IMC_*) groups multiple input actions into a context that can be enabled or disabled depending on gameplay mode or runtime state.

Different contexts are enabled depending on whether the player is in UI, on foot, using firearms, driving a vehicle, or sitting in a vehicle as a passenger.

Mapping Contexts

Mapping ContextPurposeTypical usage
IMC_Generic_UIGeneric UI inputMenus, widgets, GUI screens
IMC_OnFootDefault on-foot inputPlayer on foot with melee / unarmed setup
IMC_OnFoot_FirearmsFirearm on-foot inputPlayer on foot with firearm equipped
IMC_Vehicle_DriverVehicle driving inputPlayer controls the car as driver
IMC_Vehicle_PassengerVehicle passenger inputPlayer sits inside car as passenger

IMC_Generic_UI

Mapping Context for generic UI interaction.

Used when the player is inside menus, widgets, panels, and other GUI screens. This context should prioritize UI navigation and confirmation / cancel actions over normal gameplay input.

IMC_OnFoot

Default on-foot gameplay Mapping Context.

Used when the player controls the character in standard ground gameplay without firearms in hands. Covers melee / unarmed movement and the core non-vehicle character controls.

IMC_OnFoot_Firearms

On-foot Mapping Context used when the character has a firearm equipped.

Extends or replaces the default on-foot controls with firearm-related actions such as aiming, shooting, and reloading. This context is active specifically for firearm gameplay rather than melee / unarmed state.

IMC_Vehicle_Driver

Mapping Context used when the player is driving a vehicle.

This context is responsible for vehicle control input. Vehicle gameplay uses its own input flow rather than normal on-foot movement input, and normal on-foot combat is disabled while driving.

IMC_Vehicle_Passenger

Mapping Context used when the player is inside a vehicle as a passenger.

This context is separate from the driver context and should contain passenger-specific actions only. It is used when the character is inside the vehicle but does not control driving.