Description

[Link Removed]

From UDN, the steps for their repro case:

Normal case:

    Frame N : AddMappingContext → bShouldBeIgnored=true → FlushPressedKeys → bDown=false
    Frame N+1: OS IE_Repeat arrives → AutoReconcile → bDown=true
    Frame N+1: EvaluateInputDelegates → bDown=true → continue (protected)

Phantom case (this bug):

    Frame N : AddMappingContext → bShouldBeIgnored=true → FlushPressedKeys → bDown=false
    Frame N+1: OS IE_Repeat not yet arrived → bDown=false
    Frame N+1: EvaluateInputDelegates → bDown=false → bShouldBeIgnored cleared
    Frame N+K: OS IE_Repeat arrives → AutoReconcile → bDown=true
    Frame N+K: EvaluateInputDelegates → bShouldBeIgnored=false → phantom Started

User proposed this fix:

In EnhancedPlayerInput.cpp...

UEnhancedPlayerInput::EvaluateInputDelegates
...
if(KeyState->bDown || KeyState->bWasJustFlushed)
{
   continue;
}
Steps to Reproduce
  1. Add an IMC while a key that is mapped to something in it is added, with a Hold trigger active
  2. Call FlushPressedKeys in C++ after doing so
  3. An unexpected “started” event will fire after flush pressed keys is called.

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Fixed
ComponentUE - Gameplay - Input
Affects Versions5.75.8
Target Fix5.8
Fix Commit52794523
CreatedApr 2, 2026
ResolvedApr 16, 2026
UpdatedApr 28, 2026
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