[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;
}
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-372464 in the post.
| 0 |
| Component | UE - Gameplay - Input |
|---|---|
| Affects Versions | 5.7, 5.8 |
| Target Fix | 5.8 |
| Fix Commit | 52794523 |
|---|
| Created | Apr 2, 2026 |
|---|---|
| Resolved | Apr 16, 2026 |
| Updated | Apr 28, 2026 |