> For the complete documentation index, see [llms.txt](https://docs.msquared.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.msquared.io/creation/unreal-development/features-and-tutorials/helpers-and-extras/listening-to-inputs-on-uobjects.md).

# Listening to Inputs on UObjects

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verified: 2025-11-19 version: v39
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By default, native Unreal allows you to add input events in a basic object's event graph, but provides no blueprint-exposed way of listening to them. To help with this, we have added a `BindToInputs` helper, that will listen to the inputs on this object for the provided player controller.

If you want to stop listening to inputs, you can call `UnbindInputs`. This requires the same player controller, and the InputComponent returned by the corresponding `BindToInputs` call.

<figure><img src="/files/A91JyvYlirEoXK4oJHVA" alt=""><figcaption><p>A basic example showing how to bind and unbind to inputs, both enhanced input and the old input approach.</p></figcaption></figure>

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NOTE: This shouldn't be used for Actors or User Widgets. These each have their own way of handling user input (input is bound automatically for widgets, and can be listened to on Actors with the `EnableInput` helper
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