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Ninja Input

Ninja Input

Ninja Input is a focused layer on top of Unreal Engine's Enhanced Input System. It cleanly separates input handling from your Character and Pawn code, while giving you a fast, extensible path in Blueprints or C++.

Out of the box, it includes a robust Input Manager, a library of Input Handlers, GAS hooks, an animation-aware input buffer, input remapping, and support for player user settings.

Main Features

  • Enhanced Input integration
    Works directly with Epic's actions, triggers, modifiers, and mapping contexts. Keep using your existing EI assets.

  • Input Manager component
    Centralizes mapping context install/uninstall, handler dispatch, and lifecycle hooks to cut boilerplate.

  • Handler collection
    Ready-made handlers for common patterns (pressed/held/repeat, axis driving, toggles, gameplay events), extendable in BP/C++.

  • GAS integration
    Activate/cancel abilities and fire gameplay events with minimal glue. Plays nicely with Ninja GAS and Ninja Combat.

  • Animation-based input buffer
    Buffer windows aligned with montages/notify windows to avoid dropped inputs during transitions.

  • User settings & modifiers
    Built-in settings for invert XY and sensitivity (mouse X/Y, gamepad), with matching Input Modifiers that read from the settings object.

  • Input remapping pipeline
    End-to-end remapping workflow (UI → ViewModels → save/apply) on top of Enhanced Input. See the remapping setup.

  • Editor integration
    Contextual asset menus and a Project Settings page for quick configuration.

Design Pillars

  • Separation of concerns
    Keep input orchestration out of Character classes.

  • Fast iteration
    Prototype quickly with ready-made handlers and clean extension points.

  • GAS-first gameplay
    A straightforward path from user input to abilities and gameplay events.

Integrations

Last modified: 28 August 2025