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Ninja Input

Ninja Input

The goal of the Ninja Input plugin, available in the Unreal Engine Marketplace, is to provide a simple and reusable way to respond to Input Actions triggered by the Enhanced Input System.

The system is very flexible and can be fully configured using Data Assets. Any development can be done either via C++ or Blueprints and this documentation site will guide you through the steps for both.

Let's start with an overview of the plugin's design and main functionalities.

Objectives

This plugin was develop to solve the following problems:

  1. Simplify developing reusable code to handle Player Input;
  2. Fully and exclusively support the new Enhanced Input System and its great features;
  3. Simplify as much as possible the integration between the Enhanced Input and the Gameplay Ability System, while being flexible enough so users to decide how they would like to trigger their Abilities.

Main Features

Currently, this plugin has the following main features:

  1. Fully supports the Enhanced Input System, and simplifies creating code to handle input;
  2. Provides an Input Manager Component that takes care of all the boilerplate functionality to configure inputs;
  3. Provides many Input Handlers out-of-the box, and a clean API design to create new ones, as needed, either in C++ or Blueprints;
  4. Fully integrated with the Gameplay Ability System;
  5. Provides an animation-based Input Buffer to ensure that player input is not dropped, thus making games less responsive;
  6. Provides a simple yet extensible system to detect player input, between Keyboard and Mouse and Gamepad
  7. Integrated with the Editor so you can create new relevant assets in the Contextual Menu or configure important aspects in the Project Settings page.