Enhanced Input could use another pass to make sure classes, functions and data are properly exposed to both be safe and allow users to change/expand Enhanced Input. ...
NOTE: I have been unable to repro this locally, but the crash is because of a null de-reference so we can at least add that to fix up the issue for them. ...
Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. The following Blueprint nodes are affected by the same issue:Map KeyUnmap KeyAdd Playe ...
See the comment on UInputTrigger::LastValue around issues being a bool type on first tick ...
The RemapControllerInput function call likely needs to be added back to the game viewport client as a fix. ...
The fix for this is to override the FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...
I've tried implementing BP logic off an EI Event using Any Key, never executes. Tried having the associated Input Action have Consume Input set to true- still nothing. I'm not sure what the expect ...
This is because the RebuildControlMappings function only checks this flag when you have a mapping that was already added, we should apply this for any new mappings as well. I'll update the repro s ...