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add_enhanced_input_action_node

Adds a Blueprint node bound to a UInputAction asset, exposing Enhanced Input trigger event pins that fire correctly, replacing legacy nodes and polling.

Instructions

Add an Enhanced Input action event node (UK2Node_EnhancedInputAction) bound to a UInputAction asset. Unlike add_input_action_event_node -- which creates the LEGACY UK2Node_InputAction that does NOT fire under Enhanced Input -- this node exposes the real ETriggerEvent exec pins (Triggered/Started/Ongoing/Canceled/Completed) that fire from the Enhanced Input pipeline. Use this instead of polling IsInputKeyDown in a timer; it is rebind-aware (bound to the InputAction asset, not a raw key).

Returns: { node_id, pins:[{name, direction, type, linked_to, default}], blueprint_name, graph_name, input_action, node_class } -- the created node WITH its freshly-allocated pins: ETriggerEvent exec outputs (Triggered/Started/Ongoing/Canceled/Completed) plus data outputs (ActionValue/ElapsedSeconds/TriggeredSeconds/InputAction). Wire it via connect_pins WITHOUT a follow-up get_graph_nodes.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
graph_nameNoTarget graph name; defaults to the Blueprint's event graph when omitted.
position_xNoNode X position on the graph canvas (ignored when node_position is set)
position_yNoNode Y position on the graph canvas (ignored when node_position is set)
input_actionYesAsset path (or short name) of the UInputAction to bind, e.g. "/Game/Input/IA_Crouch".
node_positionNoNode canvas position as [x, y]; takes precedence over position_x/position_y
blueprint_nameNoName (or full object path) of an Actor/Pawn Blueprint.
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.1.0

TDQS

A4.4/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare the mutation/safety profile (readOnlyHint=false, destructiveHint=false, not idempotent), and the description adds real behavioral context: the node is created with freshly-allocated ETriggerEvent exec pins, it is rebind-aware, and no follow-up get_graph_nodes is needed. The PIE-refusal behavior lives in the schema rather than the description, so this is strong but not exhaustive.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the core action and the sibling contrast, then the return shape. Dense and mostly free of waste, though the long Returns block is somewhat verbose relative to the rest.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, so the description carries the return-value burden and does so thoroughly, enumerating the created node and its pin set so the agent knows it can wire via connect_pins immediately. Nothing needed to call or consume this tool is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so both the required input_action and the optional placement/force parameters are already documented in the schema. The description names the input_action binding but adds no syntax or constraint beyond what the schema provides, so the baseline 3 is appropriate.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names a specific verb and resource (add an Enhanced Input action event node / UK2Node_EnhancedInputAction bound to a UInputAction) and explicitly distinguishes it from the sibling add_input_action_event_node by class and behavior. An agent can tell exactly which node this creates without opening a schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It states when to use this over the legacy sibling ('does NOT fire under Enhanced Input') and over polling with IsInputKeyDown in a timer, plus the rebind-aware rationale. Explicit alternatives and the condition that selects them are given.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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