In the Enhanced Input System, when using a UInputTriggerChordAction to define a chorded input (e.g., Shift + W), the automatic chord blocking system (UInputTriggerChordBlocker) only functions correctly if the ChordAction is added to the individual key mapping in the Input Mapping Context (IMC). If instead the ChordAction is assigned to the Input Action asset’s Triggers list, the blocker doesn't work as well.
1. Download the repro project and run PIE
2. Press WASD to move the character and observe IA_A being triggered (shown in debug display)
3. Press Shift + WASD to move the character and confirm that IA_C_ShouldBeBlocked is correctly blocked by IA_B (the chord action)
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4. Stop PIE
5. Open Content > BP_ThirdPersonCharacter
6. Set the TriggerInInputAction variable to true
7. Run PIE again and test the blocking behavior
8. You will notice that IA_B doesn't block IA_C for some key mappings, even though the chord input is correctly configured in the Input Action's Triggers list
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-294349 in the post.
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Component | UE - Gameplay - Input |
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Affects Versions | 5.5 |
Target Fix | 5.7 |
Created | Jun 3, 2025 |
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Updated | Jun 6, 2025 |