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Ninja Input

Separates input handling code from Controllers, Pawns and Characters. Provides multiple reusable Handlers for Enhanced Input Actions. Fully integrated with the Gameplay Ability System (GAS).

  • Supported Platforms
  • Supported Engine Versions
    5.3 - 5.4
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

The Ninja Input plugin further simplifies handling player input, for projects that are using Epic's Enhanced Input plugin.


It provides many Input Handlers right away, which can be connected to Input Actions to do common tasks such as move, look, jump or crouch. It's fully integrated with the Gameplay Ability System, providing Input Handlers for all common GAS-related activation/cancellation logic. You can also easily create new handlers for anything you need!


The Ninja Input also gives you a simple yet powerful (and extensible) Animation-Based Input Buffer that allows handlers to be cached and triggered later.



Please check the Features list, for more details!


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Technical Details

  • Simplifies the configuration and usage of the Enhanced Input plugin.
  • Provides an extensive collection of Handlers that can be immediately used, reducing the develop time required to accomplish complex Input behavior.
  • Fully integrated with the Gameplay Ability System (optional).
  • Provides a clean, interface-based, structure to trigger UI Events from Input Actions.
  • Detects Keyboard + Mouse or Gamepad inputs and broadcasts changes to your pawn or controller.
  • Fully supports Blueprints and C++ for both configuration and extension.
  • Well integrated with the Editor, providing contextual actions to create new objects and a Settings page to tweak global behavior.
  • Clean and well-documented code and support site.


Code Modules:

  • NinjaInput (runtime)
  • NinjaInputEditor (editor)


Additional Details:

  • Number of Blueprints: 18 (Input Actions, Input Mapping Contexts, other Data Assets)
  • Number of C++ Classes: 32
  • Network Replicated: (Yes/No): Not applicable