Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged.

Project Rar File: [Link Removed]

Steps to Reproduce

1. Create a new first person blueprint template
2. Create a basic widget blueprint
3. Insert text into the widget blueprint and make it visible
4. Override the 'OnKeyDown' function and recreate the following (or download the project in the description): https://answers.unrealengine.com/storage/attachments/50209-exitmenublueprint.png
5. Create a custom player controller blueprint
6. Use the controller's 'Begin Play' event to construct the widget and promote the reference to a variable
7. Add a key input event to the controller
8. Attach the key input node to a widget reference to the viewport
9. Set the controller input mode UI only with focus given to the widget reference
10. Modify the gamemode to use the new controller
11. PIE in the editor and test the key commands
12. Go to File > Package Project > Windows > Windows (64-bit)

Result: In a packaged project, the key functionality doesn't respond however, when playing in PIE, the widget responds properly.
Expected: The key functionality should function in both PIE and a packaged project.

Community References

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Won't Fix
ComponentUE - Editor - UI Systems
Affects Versions4.8.2
CreatedJul 17, 2015
ResolvedJan 17, 2017
UpdatedApr 27, 2018