add_blueprint_enhanced_input_action_node
Add an Enhanced Input Action event node to a Blueprint graph and bind it to a UInputAction asset, exposing Triggered, Started, and data pins for input handling.
Instructions
Add an Enhanced Input Action event node (K2Node_EnhancedInputAction) to a Blueprint graph, wired to the specified UInputAction asset.
This is the correct node type for projects using Unreal Engine's Enhanced Input system (which replaces the legacy Input Actions in UE5). The node exposes Triggered / Started / Ongoing / Canceled / Completed exec pins as well as ActionValue, ElapsedSeconds, and TriggeredSeconds data pins.
action_asset can be: • Full object path: "/Game/OtherAssets/input/Actions/IA_Blink.IA_Blink" • Asset name only (will be found via Asset Registry): "IA_Blink"
After adding the node use connect_blueprint_nodes to wire the exec pins to your logic. Use get_blueprint_nodes to inspect the pin names.
Args: blueprint_name: Asset name of the Blueprint to edit. action_asset: UInputAction asset — full path or short name. graph_name: Target graph. Defaults to 'EventGraph'. node_position: Optional [X, Y] canvas position.
Returns: Dict with 'node_id', 'node_name', 'input_action', 'input_action_path', and 'pins'.
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_blueprint_enhanced_input_action_node(blueprint_name="/Game/MCP_Test/BP_Example", action_asset="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| graph_name | No | EventGraph | |
| action_asset | Yes | ||
| node_position | No | ||
| blueprint_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |