Is there any official plan to make Enhanced Input compatible with GAS
The legacy ActionMappings are being deprecated, yet FGameplayAbilitySpec::InputID still relies on the old system. Why not introduce support for UInputAction directly?
While projects like Lyra and other community solutions have added Enhanced Input support for GAS, they rely on bridge code or manually triggering input delegates—making it far less convenient than the old ActionMappings system.
Why not add a UInputAction field to FGameplayAbilitySpec alongside InputID and let the underlying UPlayerInput handle Enhanced Input natively?
(中文)
官方是否考虑将GAS是和EnhancedInput适配?
老的ActionMappings即将废弃,而FGameplayAbilitySpec::InputID依然是旧的,为何不引入InputAction。
虽然Layr和其它作者将EnhancedInput支持GAS,但是都是通过桥接代码,或手动调用输入委托,去勉强将EnhancedInput支持GAS,但是远没有旧的ActionMappings便捷。
为什么不考虑在FGameplayAbilitySpec处增加一个InputAction与int32 InputID一样,由底层UPlayerInput去支持EnhancedInput。