Description

When two input actions are bound to the same "pressed" key in the same IMC & one is set to RebuildControlMappings, the input of the other will trigger indefinitely while the key is held down.

Steps to Reproduce
  • Open the ThirdPerson unreal project (or any)
  • Add two input actions (A and B) mapped to the same key. "U", for example. To IMC_Default
  • Input action A will have a trigger of type "Pressed" in the IMC, not the Action (this is not an issue if the trigger is in the Action directly)
  • Bind Input action A to a debug print
  • Bind Input action B to GetEnhancedInput -> RebuildingControlMappings
  • See how when you press "A" you debug print constantly when it should only debug print once
  • Move the trigger to the input action directly and remove it from IMC_Default. See it working correctly despite rebuilding the mappings.

The reason for this is that when we rebuild the mappings the LastValue of the pressed trigger is lost. This is not an issue if the trigger lives in the action directly as this one is persistent.

Note that this example makes little sense, but this could happen if we add or remove an unrelated IMC as that would trigger a rebuild too.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-367690 in the post.

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Unresolved
ComponentUE - Gameplay - Input
Affects Versions5.7.3
CreatedFeb 25, 2026
UpdatedFeb 26, 2026
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