Editor mode keyboard shortcuts active when in Play In Editor.
This behavior is a departure from previous versions. It was described by the licensee as confusing and it clashes with gameplay assigned inputs.
For this particular example we are using the P key that in the Editor is, by default, associated with the Show Navigation Flag. On 5.6 and onwards, pressing P will show the Navmesh on either Editor or Play time.
The licensee is requesting that, if this is an intended new behavior (and not a bug), to be made possible to disable it.
Use UE5.6
For faster reproduction, create a project based on the First Person template because it comes with a Navigation Volume
Upon opening Lvl_FirstPerson (default level), press P in the Viewport to confirm that the Navigation Show Flag is correctly tied to the P key
Now Play-In-Editor in the Selected Viewport
Pressing P while running PIE in the Selected Viewport will display the Navigation mesh
Expected result: Every UE version up to 5.5 ignored the editor-time shortcuts while running the game on PIE
Actual result: the behavior changed after 5.6 and now pressing P will display the Navmesh while the game is running.
> UnrealEditor-NavigationSystem.dll!UNavMeshRenderingComponent::IsNavigationShowFlagSet(const UWorld * World) Line 1767 C++
UnrealEditor-NavigationSystem.dll!ARecastNavMesh::RequestDrawingUpdate(bool bForce) Line 2722 C++
UnrealEditor-NavigationSystem.dll!ARecastNavMesh::Serialize(FArchive & Ar) Line 1189 C++
UnrealEditor-CoreUObject.dll!StaticDuplicateObjectEx(FObjectDuplicationParameters & Parameters) Line 3263 C++
UnrealEditor-Engine.dll!UWorld::GetDuplicatedWorldForPIE(UWorld * InWorld, UPackage * InPIEackage, int PIEInstanceID) Line 4305 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreatePIEWorldByDuplication(FWorldContext & WorldContext, UWorld * InWorld, FString & PlayWorldMapName) Line 2379 C++
UnrealEditor-Engine.dll!UGameInstance::InitializeForPlayInEditor(int PIEInstanceIndex, const FGameInstancePIEParameters & Params) Line 337 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreateInnerProcessPIEGameInstance(FRequestPlaySessionParams & InParams, const FGameInstancePIEParameters & InPIEParameters, int InPIEInstanceIndex) Line 3000 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::OnLoginPIEComplete_Deferred(int LocalUserNum, bool bWasSuccessful, FString ErrorString, FPieLoginStruct DataStruct) Line 1627 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreateNewPlayInEditorInstance(FRequestPlaySessionParams & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode) Line 1890 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams & InRequestParams) Line 2913 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequestImpl() Line 1204 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequest() Line 1105 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2038 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 533 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5625 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187 C++
UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 128 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 282 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-297623 in the post.
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Component | UE - AI - Navigation |
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Affects Versions | 5.6, 5.7 |
Created | Jun 20, 2025 |
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Updated | Jul 17, 2025 |