create_input_action
Create an Enhanced Input InputAction asset to define a player action (verb) independent of keys. Set its value type (Bool, Axis1D/2D/3D) then bind it to a key.
Instructions
Create an Enhanced Input InputAction asset (IA_): the verb half of a keybinding -- what the player does, independent of which key does it. Pick value_type up front (Bool for a button, Axis1D for a trigger/scroll, Axis2D for a stick or WASD, Axis3D), then bind it to a key inside a mapping context with map_input_action or add_mapping_to_context. Changing the type later is set_input_action_value_type; behaviour flags are set_input_action_flags. The asset is saved, and the call succeeds only when it reaches disk.
Returns: { action_name, action_path, value_type, saved, save_error? }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | Fallback for package_path when package_path is absent. | |
| asset_path | No | Alias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`. | |
| value_type | No | Value type Bool (default), Axis1D, Axis2D, or Axis3D. | |
| action_name | Yes | Name of the new InputAction. | |
| package_path | No | Target content package path where the asset is created (default /Game/Input). |