Ninja Input
Description
Ninja Input is built on top of Unreal Engine’s Enhanced Input System, designed to keep input code clean, modular, and highly extensible.
For almost 3 years of continuous updates and improvements, Ninja Input has powered production projects and real games, ensuring you get a system that is stable, battle-tested, and constantly evolving!
Why Ninja Input?
Unlike ad-hoc solutions tied directly to your Character or Pawn, Ninja Input separates concerns and provides a dedicated Input Manager and a library of reusable handlers, so you can focus on gameplay without reinventing the wheel.
It’s also deeply integrated with the Gameplay Ability System (GAS), making it the perfect companion for GAS-driven projects or for teams already using Ninja GAS and Ninja Combat.
Key Features
Clean Separation of Input Logic
Keep orchestration out of your Character classes with a centralized Input Manager that installs/uninstalls contexts, dispatches handlers, and manages lifecycles.Reusable Handler Library
Dozens of ready-made Input Handlers for movement, toggles, abilities, gameplay events, and more. All extendable in Blueprints or C++ for your own custom patterns. It also provides ready-to-use input handlers for our Combat system, Ninja Combat!Deep GAS Integration
Bind inputs directly to ability activations, cancels, targeting and gameplay events with minimal glue. Built to work seamlessly with GAS out of the box.Input Remapping Workflow
Support for runtime remapping, including ViewModels for UI, persistence, and automatic application through Enhanced Input. Give your players control over their bindings.Animation-Based Input Buffer
Never lose an input during transitions. Buffer actions within montage windows or notifies and trigger them precisely when valid.User Settings & Modifiers
Support for invert axes, sensitivity, and other per-player preferences with matching Input Modifiers tied to a settings object.Editor Integration
Project Settings, contextual asset menus, and streamlined setup right inside the UE Editor.
Technical details
Built on top of the Enhanced Input plugin.
Fully integrated with the Gameplay Ability System.
Provides an extensive collection of Handlers that can be immediately used, including integrations for Ninja Combat.
Provides an animation-based Input Buffer, with multiple configurable channels.
Supports Key Remapping, including bidirectional ViewModels to show and update bindings from your UI.
Supports common input configurations such as inverting axis and input sensitivity.
Fully supports Blueprints and C++ for both configuration and extension.
Clean and well-documented code and support site.
Code Modules:
NinjaInput (runtime)
NinjaInputEditor (editor)
NinjaInputUI (runtime)
Documentation: https://tech.ninjabear.studio/ipt-overview.html







