This guide provides step-by-step instructions for integrating the Input Buffering System into an Unreal Engine 5 project, enabling input queuing for responsive gameplay in Souls-like Action RPGs. Users will learn how to set up the system, integrate it with existing Enhanced Input bindings, and test input buffering using default assets. The guide focuses on enabling the system to function as it does in the demo content, ensuring developers and designers can quickly implement input queuing for combat mechanics.
Prerequisites
- Unreal Engine 5.3 or later.
Enhanced InputandGameplay Tagsplugins enabled (default in UE5.3+).- A pawn Blueprint (e.g.,
BP_PlayerCharacter) with existing Enhanced Input setup. - Animation Montages (e.g.,
AM_Heal) for testing input buffering.
Integration Steps
-
Migrate the Input Folder:
- In the Unreal Editor, open the demo project containing the
Input Buffering System. - In the Content Browser, locate the
Inputfolder (containingBP_InputBufferComponent,ANS_InputBuffer, etc.). - Right-click and select Migrate, then choose your project’s
Contentdirectory. - Ensure all dependencies (e.g., Blueprints, Animation Notifies) are copied correctly.
- In the Unreal Editor, open the demo project containing the
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Add
BP_InputBufferComponentto Pawn:- Open your pawn Blueprint (e.g.,
BP_PlayerCharacter). - In the Components panel, click Add Component and select
BP_InputBufferComponent. - Verify the component is added in the Details panel (no additional configuration needed for default setup).
- Open your pawn Blueprint (e.g.,
-
Integrate with Existing Input Actions:
-
Ensure your project has
Gameplay Tagsfor inputs (e.g.,InputTag.Dodge,InputTag.Attack) defined in the Gameplay Tag Manager. -
In Project Settings > Input, confirm existing Input Actions (e.g.,
IA_Dodge,IA_Attack) are mapped in an Input Mapping Context (e.g.,IMC_Combat). -
In
BP_PlayerCharacter’s Event Graph, modify the input action events to useBP_InputBufferComponent:-
For each input action’s
PressedandReleasedevents, replace direct action calls withStore Input In Buffer:Enhanced Input Action (IA_Dodge, Triggered) -> Get Component By Class (Class: BP_InputBufferComponent) -> Store Input In Buffer (InputTag: InputTag.Dodge, bConsumeInputBuffer: true, Input Status: Pressed)Enhanced Input Action (IA_Dodge, Completed) -> Get Component By Class (Class: BP_InputBufferComponent) -> Store Input In Buffer (InputTag: InputTag.Dodge, bConsumeInputBuffer: false, Input Status: Released)
-
-
Repeat for other buffered inputs (e.g.,
IA_AttackwithInputTag.Attack).
-
Note:
bConsumeInputBuffer determines which StoreInputInBuffer call consumes the input and activates the input action. So set this value to true on the input where you wish for the input to actually happen and set it to false on the other input event.
-
Set Up Animation Notify for Input Buffering:
- Open your existing Animation Montage associated with the input you’re trying to setup with the input buffer system (e.g.,
Attack_Montage). - Add an
ANS_InputBufferAnim Notify State to the desired frames where input buffering should occur (e.g., during the attack animation).
- Open your existing Animation Montage associated with the input you’re trying to setup with the input buffer system (e.g.,
-
Bind
On Input Buffer ConsumedEvent:- In your player character blueprint, select the
BP_InputBufferComponentin the Components panel. - In the Details panel, click the green
+next toOn Input Buffer Consumedto bind an event. - In the Event Graph, add logic to handle consumed inputs:
On Input Buffer Consumed (InputTag) -> Switch on Gameplay Tag (InputTag) -> Case InputTag.Dodge -> PerformDodge Case InputTag.Attack -> PerformAttack - Ensure the pawn checks for valid states (e.g., not dead) before executing actions.
- In your player character blueprint, select the
-
Test with Your Existing Assets:
- Play the level and trigger an action (e.g., healing via
IA_Attack). - During the attacking animation, press another input (e.g.,
IA_Dodge). - Verify the dodge action triggers after the attacking animation buffer window ends, confirming input buffering.
- Test other buffered inputs as needed to ensure they queue and execute correctly.
- Play the level and trigger an action (e.g., healing via
Troubleshooting
- Inputs Not Buffering:
- Verify
BP_InputBufferComponentis added toBP_PlayerCharacterand not disabled. - Ensure
ANS_InputBufferis placed on the correct Animation Montage frames. - Confirm
Store Input In Bufferis called with the correctInputTagandbConsumeInputBufferset totruefor the triggering event.
- Verify
- Inputs Not Triggering After Buffering:
- Check that the
On Input Buffer Consumedevent is bound inBP_PlayerCharacterand handles the correctInputTagcases. - Verify the Animation Montage with
ANS_InputBufferis played by the Animation Blueprint. - Ensure the pawn is in a valid state (e.g., not dead) when the buffer consumes the input.
- Check that the
- Multiple Inputs Overriding Each Other:
- Note that only the last input is queued; this is expected behavior. Adjust
bConsumeInputBufferto control which input takes priority. - Check that
InputTagvalues are unique and not duplicated across actions.
- Note that only the last input is queued; this is expected behavior. Adjust
- Performance Issues:
- Ensure
ANS_InputBufferis only added to necessary Animation Montages to avoid unnecessary buffer openings. - Limit the number of buffered inputs by using specific
InputTagfilters inStore Input In Buffer.
- Ensure
Best Practices
- Workflows:
- Group related
InputTagvalues (e.g.,InputTag.Combat.Dodge,InputTag.Combat.Attack) for clarity in the Gameplay Tag Manager. - Bind
On Input Buffer Consumedearly in development to handle all buffered inputs centrally.
- Group related
- Pitfalls to Avoid:
- Don’t skip binding
On Input Buffer Consumed; without it, buffered inputs won’t trigger actions. - Avoid setting
bConsumeInputBuffertotruefor bothPressedandReleasedevents of the same input, as it may cause unexpected behavior. - Don’t add
ANS_InputBufferto every Animation Montage; use it only for actions requiring input buffering.
- Don’t skip binding
- Performance Considerations:
- Use specific
InputTagfilters inStore Input In Bufferto avoid queuing unnecessary inputs. - Regularly test input buffering with debug logs in
On Input Buffer Consumedto ensure only intended inputs are processed.
- Use specific