# 4-directional player movement in UE5

**URL:** <https://forums.unrealengine.com/t/4-directional-player-movement-in-ue5/2058874>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE5, player, Blueprint, question\
**Created:** [October 8, 2024, 3:40pm UTC](https://forums.unrealengine.com/t/4-directional-player-movement-in-ue5/2058874 "2024-10-08T15:40:26Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![tinyBrainyt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tinyBrainyt](https://forums.unrealengine.com/u/tinyBrainyt)\
**Post date:** [October 8, 2024, 3:40pm UTC](https://forums.unrealengine.com/t/4-directional-player-movement-in-ue5/2058874/1 "2024-10-08T15:40:26Z")

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How would I get the player to only be able to move 4 directions (up, down, left, right) in UE 5.4 with the enhanced input system? I have been looking around for an answer, but they all use the old input, so I’m going here as a sort of last resort. My project is a top-down pixel art RPG inspired by those on the Nintendo DS, and I want it to have that same feel.

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**Author:** ![rokenrock](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rokenrock/32/1040844_2.png) [@rokenrock](https://forums.unrealengine.com/u/rokenrock)\
**Post date:** [October 8, 2024, 4:52pm UTC](https://forums.unrealengine.com/t/4-directional-player-movement-in-ue5/2058874/2 "2024-10-08T16:52:30Z")

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You can find an example of the enhanced system with most of the template projects in UE5. For this, I’ll use the ThirdPerson template since TopDown doesn’t come with WASD.

You’ll find all of the mapping contexts and input actions under Content → ThirdPerson → Input. The InputActions (prefixed IA\_) are the various possible actions- they don’t determine the keys, just how the action should behave (ie type of input, modifiers, triggers, etc). How you actually bind to keys is inside the context (prefixed IMC\_), which can optionally override the settings in the InputActions.

All of the input is handled in the player character under Content → ThirdPerson → Blueprints → BP\_ThirdPersonCharacter. The active context is registered on BeginPlay. There can also be multiple, or no active contexts.

  

There are a bunch of videos out there on how to use the enhanced input system, if you prefer video format.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/a/8/6a861d5cce2cb96395b0550df9aa7515c6f021cb.jpeg "Creating Character Movement With The New Enhanced Axis Mappings In Unreal Engine 5 (Tutorial)") ](https://www.youtube.com/watch?v=Z9zEEY7dGaM)

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**Author:** ![usa423](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/usa423/32/918773_2.png) [@usa423](https://forums.unrealengine.com/u/usa423)\
**Post date:** [October 10, 2024, 11:01pm UTC](https://forums.unrealengine.com/t/4-directional-player-movement-in-ue5/2058874/3 "2024-10-10T23:01:57Z")

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> [@tinyBrainyt](#):
>
> I have been looking around for an answer, but they all use the old input,

Then perhaps start the project in UE4, then open it with 5.
