UDN post raising this.
We ignore digital inputs only, but do so by querying Key.IsDigital(). This causes issues if the key is mapped to an analog action (i.e. it's emulating an axis). Proposed solution is to switch to querying Mapping.Action.ValueType == Boolean.
Fairly confident we'll be safe with changes to existing implementations. An analog action's behaviour should not change based on the input devices it has mapped to it, and users should be expecting that, so we shouldn't need to provide a fallback option.
Expected: After you respawn and your animation finishes, your player continues walking
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-158776 in the post.
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Component | UE - Gameplay - LWC |
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Affects Versions | 5.1 |
Target Fix | 5.1 |
Fix Commit | 21224056 |
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Main Commit | 21226759 |
Created | Jul 7, 2022 |
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Resolved | Jul 22, 2022 |
Updated | Aug 10, 2022 |