Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI input modes and CommonUI routing, see ue-ui-umg-slate; for PlayerController/Pawn possession, see ue-gameplay-framework.