Description

Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression.

Other Notes:

  • Any ongoing Input operations gets forced to their "Completed" operation
    • I created a dummy Input Action that prints a string when it's Completed. If its key is held when the button is pressed, the string will print despite the key still being held down
  • Affects both Enhanced Input and depreciated Input
  • Enabling Enhanced Inputs in 5.0.3 had no effect on issue, only seems to occur in 5.1
Steps to Reproduce
  1. Create a new Third Person Template
  2. Add a WidgetInteraction Component to BP_ThirdPersonCharacter
    1. Set Interaction Mode to Mouse
    2. (optional) Enable Debug Mode
  3.  Add a Left Mouse Button Event
    1. Wire event node so that Pressed is linked to "Press Pointer Key" & Released to "Release Pointer Key"
    2. Set targets to Widget Interaction component, and key to LMB
  4. Create a new Widget BP.
    1. Add a Canvas & a Button.
    2. In the Event Graph, set the Button Pressed Event to print "Button Pressed" & Button Released Event to print "Button Released"
    3. (optional) Change style of button's Hovered state
  5. Add a Blank Actor to your level, add a widget component, and set its class to your new Widget BP
  6. PIE
  7. Navigate to Widget's interaction range (button should change color if hover state is stylized)
  8. Press and hold LMB

Actual Result: Button is pressed then immediately released. 

Expected Result: Button should stay pressed while LMB is pressed and only be released when LMB is released

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Duplicate
ComponentUE - Gameplay - Input
Affects Versions5.1
Target Fix5.2
CreatedJan 9, 2023
ResolvedJan 10, 2023
UpdatedJan 10, 2023
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