Description

When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused.

Specifically, if the gamepad button is held down, the application is alt-tabbed out of focus then alt-tabbed back into focus the bound action will rapidly flip its state between None and Triggered so long as the gamepad button remains pressed down.

 

Steps to Reproduce

Repro steps:

1) Create an Input Action with Trigger = Down
2) Bind it to one of the Gamepad Face buttons (we use Gamepad Face Button Left) inside the default applied IMC
3) Start the game and open the EnhancedInput DebugView
4) Press the bound button and keep it pressed
5) Use Alt+Tab to unfocus the game, but keep the button pressed
6) Use Alt+Tab to focus the game
7) The Bound Action should flip it's state every frame, the bound button should be set to true

Alternatively:

5) open a CommonUI Widget, that will push an IMC
6) close the UI again
7) The Bound Action should flip it's state every frame, the bound button should be set to true

Note that while this issue can be replicated using CommonUI as demonstrated, it will still occur without CommonUI being used/enabled at all.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210200 in the post.

1
Login to Vote

Duplicate
ComponentUE - Gameplay - Input
Affects Versions5.3.2
Target Fix5.5
CreatedMar 20, 2024
ResolvedApr 30, 2024
UpdatedMay 2, 2024