Quick answer: An Unreal Lyra-derived project has gameplay actions bound in an IMC, but nothing happens at runtime. The Game Feature plugin owning that IMC isn’t activated.

A Lyra game extends inputs through a Game Feature plugin; PIE has no response to those inputs because the plugin’s OnActivate path didn’t run.

Activate the Plugin at Runtime

Game Features are dormant until activated. Lyra activates them via experience data assets — if your experience doesn’t list the plugin, its IMC never binds.

ULyraExperienceDefinition

Edit the experience asset to include your Game Feature plugin. GameFeaturesToEnable array — add the plugin name. The plugin’s actions load when the experience loads.

PIE vs Standalone

PIE may load a default experience; standalone uses URL parameters. Verify with the Lyra dev console which experience is actually active.

Input Mapping Context Priority

Higher priority IMCs override lower. If your action conflicts with a base Lyra mapping, set higher priority on your IMC.

Verifying

Plugin’s actions trigger on the right keys/buttons. Lyra console confirms experience and plugin activation.

“Lyra inputs live in Game Features. Activate via the experience definition.”

Read the Lyra docs once cover-to-cover — the Game Feature pattern is powerful but the wiring is non-obvious if you copy snippets out of context.