>>538211126
Yeah the third and first person samples now use the Enhanced Input System.
Basically it's now broken up into:
1) Input mapping context
2) Input actions

Input mapping context basically tell the game what Input Actions are in use at that time. Input actions are the actual implementation in your game and can have different properties like Pulsate (fires every X seconds), down (only eveyr frame when down), etc. You set the current context and it tells the game what actions can fire. Multiple contexts can exist and depending on their priority they can override eachother.

Pic related is from the first person shooter sample in UE5.5