A UInputTriggerChordAction does not fire when the action it references (the "chording action") is mapped in a different Input Mapping Context with a lower priority than the IMC containing the chorded action. Both keys can be held simultaneously and the chorded action never produces a Triggered event.
This blocks the documented and expected use case of layering context-specific chords on top of a base/default input map — for example, a vehicle or mount IMC defining a chord that uses the player's base modifier action.
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IA_Chorded's Triggered event fires every tick while both keys are held.
IA_Chorded never fires. The chord trigger silently reports its referenced action as inactive even though IA_Chording is producing Triggered events on the same tick.
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Swap step 6 so IMC_Base is at priority 100 and IMC_Overlay is at priority 1. With this ordering the chord fires correctly. This confirms the bug is a function of IMC priority ordering, not a fundamental cross-IMC incompatibility.
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Automation tests covering both orderings live at:
Engine/Plugins/EnhancedInput/Source/InputEditor/Private/Tests/InputTriggerTest.cpp
Run via: UE.EditorAutomation -RunTest="Input.Triggers.Chords.CrossContext".
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IEnhancedInputSubsystemInterface::ReorderMappings (EnhancedInputSubsystemInterface.cpp) promotes chording mappings ahead of chorded mappings, but only within a single IMC. Across IMCs the merged EnhancedActionMappings list is ordered strictly by IMC priority (high → low).
When the chord trigger and the action it references live in different IMCs, with the chorded mapping in the higher-priority IMC, the chorded mapping is processed first each tick in UEnhancedPlayerInput::PrepareInputDelegatesForEvaluation. Its chord trigger queries FindActionInstanceData(ChordAction)->GetEvaluatedActionTriggerState() — but the chord action's own mapping hasn't been processed this tick yet, so the TriggerStateTracker is still in its post-tick-reset state (None, set in EnhancedPlayerInput.cpp:436 at the end of the previous tick). The chord trigger sees None and produces no event, regardless of whether the chord key is actually held.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-380283 in the post.
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| Component | UE - Gameplay - Input |
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| Affects Versions | 5.7, 5.8 |
| Target Fix | 42.00 |
| Fix Commit | 54556640 |
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| Created | May 18, 2026 |
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| Resolved | May 28, 2026 |
| Updated | Jun 23, 2026 |