Description

POST LINK: https://forums.unrealengine.com/t/enhanced-input-gesture-keys-pinch-rotate-flick-never-release-after-touch-ends-regression-in-5-8/2745006

POST BODY:

  • Summary
    An Input Action mapped directly to a Gesture key (e.g. "Pinch", EKeys::Gesture_Pinch)
    keeps firing the Triggered event every frame indefinitely after all fingers are lifted
    from the screen.

Cause:

  • In 5.8 the gesture keys became analog (FKeyDetails::Axis1D added in InputCoreTypes.cpp,
    ~line 753); in 5.5 they were Gesture-only, so IsAnalog() was false.
  • On release, UPlayerInput::InputGesture stores the last (non-zero) value into RawValue
    instead of 0, and gesture keys lack UpdateAxisWithoutSamples, so RawValue never decays.
  • UEnhancedPlayerInput's "analog inputs pulse every non-zero tick" rule then treats the
    stuck RawValue as held every frame, so the default Down behavior stays Triggered.

Fix (any one):

  • Zero RawValue on IE_Released in UPlayerInput::InputGesture; or
  • Add UpdateAxisWithoutSamples to the gesture keys; or
  • Remove Axis1D from the gesture keys (restore 5.5 behavior).
  • What Type of Bug are you experiencing?
    Gameplay
  • Steps to Reproduce
    1. Input Action IA_Pinch (Axis1D), no Triggers, no Modifiers.
    2. Map it to the "Pinch" gesture key in an IMC.
    3. Log its Triggered / Completed events.
    4. Do a two-finger pinch, then lift all fingers.
  • Expected Result
    Triggered stops and Completed fires after release (as in 5.5).
  • Observed Result
    Triggered keeps firing every frame forever; Completed never fires.
  • Affects Versions
    5.8
  • Platform(s)
    Windows
POST AUTHOR: shari_di
CREATED AT: 08/19/2026 07:43 AM EDT
UPDATED AT: 08/20/2026 12:34 AM EDT

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Unresolved
CreatedAug 20, 2026
UpdatedAug 20, 2026
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