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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
How does UMG set overlapping layouts?
How to properly terminate the DoWork thread function in FAsyncTask?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-158776 in the post.
1 |
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 |