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
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. 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_name | No | Target graph name; defaults to the Blueprint's event graph when omitted. | |
| position_x | No | Node X position on the graph canvas (ignored when node_position is set) | |
| position_y | No | Node Y position on the graph canvas (ignored when node_position is set) | |
| input_action | Yes | Asset path (or short name) of the UInputAction to bind, e.g. "/Game/Input/IA_Crouch". | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y | |
| blueprint_name | No | Name (or full object path) of an Actor/Pawn Blueprint. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |