GS_InputOptions

The input subsystem — Input Profiles for grouped event-to-binding mappings and Input Readers for processing input in gameplay.

Input Options is the input subsystem within the Options system. It provides two core pieces:

  • Input Profiles — Data assets that map input bindings to named events, organized into toggleable groups. These replace O3DE’s raw input binding files with a more flexible system that supports runtime rebinding and per-group enable/disable toggling.
  • Input Readers — Components that read input through the active profile and fire gameplay events. They can be extended for specialized input handling (player controllers, UI navigation, etc.).

For usage guides and setup examples, see The Basics: GS_Core.

 

Contents


Architecture

GS_OptionsManagerComponent
  └── Active GS_InputProfile (data asset)
        ├── InputBindingGroup: "Movement"
        │     ├── EventInputMapping: "MoveForward" → [keyboard_key_alphanumeric_W]
        │     ├── EventInputMapping: "MoveBack"    → [keyboard_key_alphanumeric_S]
        │     └── EventInputMapping: "Sprint"      → [keyboard_key_modifier_shift_l]
        ├── InputBindingGroup: "Combat"
        │     ├── EventInputMapping: "Attack"   → [mouse_button_left]
        │     └── EventInputMapping: "Block"    → [mouse_button_right]
        └── InputBindingGroup: "UI"
              ├── EventInputMapping: "Confirm"  → [keyboard_key_alphanumeric_E]
              └── EventInputMapping: "Cancel"   → [keyboard_key_navigation_escape]

GS_InputReaderComponent (on player entity, UI entity, etc.)
  ├── Queries OptionsManager for active profile
  ├── Listens for raw O3DE input events
  ├── Matches bindings → fires named events
  └── EnableInputGroup / DisableInputGroup for runtime control

Input Profiles

Data assets that map key bindings to named events, organized into toggleable groups. They replace O3DE’s raw input binding files with a more flexible system that supports runtime rebinding and per-group enable/disable toggling.

Asset / TypePurpose
GS_InputProfileData asset defining input groups, event mappings, and key bindings.
InputBindingGroupNamed group of event mappings — can be toggled at runtime.
EventInputMappingMaps a named event to one or more raw O3DE input bindings.

Input Profiles API


Input Reader

Components that read input through the active profile and fire named gameplay events. Supports runtime group toggling to enable or disable input categories on the fly, and a claim flag to absorb matched events from other readers.

ComponentPurpose
GS_InputReaderComponentPer-entity input processor. Queries the active profile, matches raw input, and fires named gameplay events.

Input Reader API


Setup

  1. Create a GS_InputProfile data asset in the Asset Editor.
  2. Add input groups and event mappings to the profile.
  3. Assign the profile to the Options Manager.
  4. Attach a GS_InputReaderComponent to any entity that needs to process input.
  5. The Input Reader automatically queries the Options Manager for the active profile on activation.

See Also

For component references:

For related resources:


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.