What is the best way to implement input in the gameplay abilities system?

I’m trying to learn GAS for a cross-platform game, and the one thing I’ve been struggling with is inputs. Lyra, the un-official GAS documentation, and this course that many have recommended all handle their input in very different ways.

Does anyone have any advice for what the “best” way to handle input with GAS is?

There is no “best”. Try to define the input system you want first (ex: legacy input vs Enhanced Input), then determine how to hook that into GAS.

Well with UE5, enhanced input is really the only way you should be implementing input as far as I know. But with GAS, there are several ways to implement input, and I can’t find anyone explaining the differences/benefits of each. I believe that you can use input actions, events, or tags for input, but I am not sure how each one is unique or when you should be using them.

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