add_input_action_event_node
Adds a legacy InputAction event node to a Blueprint and compiles it; use only for projects with classic action mappings, not Enhanced Input.
Instructions
Add the LEGACY action-mapping event node (UK2Node_InputAction) bound to an action mapping NAME, and compile. WARNING: this node does NOT fire under Enhanced Input, which is what UE5 projects use -- it compiles clean and simply never runs. For an Enhanced Input action asset use add_enhanced_input_action_node, whose Triggered/Started/Completed pins actually execute. Only reach for this one on a project still using the legacy input mappings.
Returns: { node_id, class, title, pins:[Pressed, Released, Key], blueprint_name, graph_name, input_action_name, node_class } -- node_class should read K2Node_InputAction (the legacy node); nothing here proves the mapping exists.
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) | |
| 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 (SupportsInputEvents is enforced). | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| input_action_name | Yes | Name of the LEGACY action mapping. It is not validated against the project's mappings: a typo yields a node that never fires. |