Using Claude Opus 4.5 to Build VibeUE Enhanced Input System
I just shipped a major update to VibeUE - complete support for Unreal Engine’s Enhanced Input System. What made this different? The entire feature was designed, implemented, and tested using Claude Opus 4.5 through GitHub Copilot in VS Code.
The Challenge
Unreal Engine’s Enhanced Input System is powerful but complex. It includes:
- Input Actions (the “what” - Jump, Move, Look)
- Input Mapping Contexts (the “when” - gameplay, menu, vehicle)
- Modifiers (transform input values - deadzone, smoothing, negate)
- Triggers (define activation conditions - pressed, held, released)
Building MCP tool support for all of this meant understanding the entire system deeply and creating a coherent API that AI assistants could use effectively.
The Approach: AI-Assisted Development with Opus 4.5
I used Claude Opus 4.5 in GitHub Copilot (VS Code) to drive the entire development process:
Phase 0: Design Document Generation
First, I had Opus 4.5 help create a comprehensive technical specification. The AI analyzed the Enhanced Input System architecture and produced a detailed design document covering:
- Service architecture and responsibilities
- API design for each action type
- Error handling patterns
- Integration with existing VibeUE tools
This became the blueprint for the entire implementation.
Phase 1: Core Infrastructure
With the design document as context, Opus 4.5 helped build the foundation:
- Reflection-based type discovery - Dynamically find all input-related types in the Unreal project
- Service layer architecture - Clean separation between MCP tools and Unreal Engine APIs
- Asset management integration - Proper handling of Input Action and Mapping Context assets
The AI understood the existing VibeUE codebase structure and generated code that matched the established patterns.
Phase 2: Input Action and Mapping Services
Next came the core functionality:
- Creating, configuring, and managing Input Actions
- Building Input Mapping Contexts with proper binding configurations
- Linking actions to player input components
- Managing key bindings and gamepad mappings
Opus 4.5 generated the C++ service implementations and the corresponding MCP tool actions, maintaining consistency across the entire API.
Phase 3: Advanced Features
The final phase added the sophisticated capabilities:
- Modifier Services - Deadzone, smoothing, negate, scale, swizzle, and custom modifiers
- Trigger Services - Pressed, released, held, tap, pulse, chord, and combo triggers
- AI Configuration Services - Natural language presets like “FPS movement” or “racing controls”
This is where Opus 4.5 really shined - it understood the relationships between modifiers and triggers and generated appropriate combinations for common game scenarios.
The Results
The Enhanced Input update adds:
| Metric | Before | After |
|---|---|---|
| MCP Tools | 9 | 10 |
| Total Actions | 70+ | 104 |
| Enhanced Input Actions | 0 | 34 |
New manage_enhanced_input Tool
The new tool provides complete Enhanced Input System control:
Input Actions:
list_input_actions- Discover all Input Actions in projectcreate_input_action- Create new Input Actions with value typesget_input_action_info- Inspect action configurationconfigure_input_action- Modify action properties
Mapping Contexts:
list_mapping_contexts- Find all Input Mapping Contextscreate_mapping_context- Build new mapping contextsadd_action_mapping- Bind actions to keys/buttonsconfigure_mapping- Set up modifiers and triggers
Modifiers & Triggers:
list_modifier_types- Discover available modifiersadd_modifier- Apply modifiers to mappingslist_trigger_types- Discover available triggersadd_trigger- Configure activation conditions
AI-Friendly Presets:
apply_preset- Natural language input configurations- Example: “Apply FPS movement preset to PlayerMappingContext”
Testing with AI
I also used Opus 4.5 to generate comprehensive test scenarios - 130+ test prompts covering every action and edge case. The AI created realistic user requests like:
“Set up WASD movement with smooth acceleration and a small deadzone”
“Create a combo trigger that requires pressing Shift then Space within 0.5 seconds”
“Add a charged attack that triggers after holding the button for 2 seconds”
These test prompts helped validate that the tool works naturally with AI assistants.
The Workflow
Here’s what AI-assisted development looked like in practice:
- Context Loading - Open relevant files and documentation in VS Code
- Design Prompt - Ask Opus 4.5 to design the feature architecture
- Iterative Implementation - Generate code, review, refine, test
- Pattern Matching - AI learns from existing code and maintains consistency
- Test Generation - Create comprehensive test scenarios
- Documentation - Generate user-facing docs and examples
The key was keeping Opus 4.5 in the loop throughout - not just for code generation, but for design decisions, error handling strategies, and API design.
Key Takeaways
1. Design Documents Matter Having Opus 4.5 create a detailed design document first made implementation smoother. The AI could reference its own design when generating code.
2. Phased Approach Works Breaking the work into phases (Core → Actions/Mappings → Advanced) let the AI build on previous context without getting overwhelmed.
3. Pattern Recognition is Powerful Once Opus 4.5 understood the VibeUE code patterns, it generated consistent, idiomatic code across 30+ new files.
4. Test Generation Validates Design AI-generated test scenarios revealed edge cases and API awkwardness early in development.
5. It’s Still Collaborative The AI doesn’t replace developer judgment - it amplifies it. I reviewed every generated file, made architectural decisions, and handled the integration work.
What’s Next
With Enhanced Input support complete, VibeUE now has 10 MCP tools with 104 actions - a comprehensive toolkit for AI-assisted Unreal Engine development.
Note: These changes are currently available in the 5-7 branch for Unreal Engine 5.7 and will be merged to master soon.
Check out the full changes: GitHub Compare
This is the power of modern AI-assisted development. Claude Opus 4.5 in GitHub Copilot isn’t just autocomplete - it’s a development partner that can help design, implement, and test entire features while maintaining code quality and consistency.