Can I have enhanced input action inside gameplay ability?

You can simply give input id and send input events inside ability

GiveAbility->AssignID

and you can get ability component PressInputID()

An example done here by another community member.

In ability you can catch presses like this Press/Release

Ability must be activated in order to receive inputs, inactive abilities cannot receive input directly.

Also you can send AbilityTask with specific input to ability and do the same.

It’s also possible to forward enhanced input bindings from AbilityBase class derivations from C++ however in the end still uses abilities wait input presses in the end.

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