The OnForceFeedbackFinished delegate isn't broadcast anywhere, so binding to it doesn't do anything. ...
When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26. Digging into FSlateApplication::ProcessKeyDownEve ...
Upgrading a marketplace creator's project to engine version 4.23.1 and above results in loss of (previously) working functionality with game input. ProjectDownload: [Link Removed] Tested in: 4.2 ...
Motion controller inputs get routed to non-vr player when 'Skip Assigning Gamepad to Player 1' is enabled. ...
Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...
Toggling the Register Default Device setting for the Raw Input plugin does not take effect until the user restarts the editor. If this is expected, it is not communicated to the user (either by too ...
When the player at index 0 sets its user focus it will cause other players to lose input. This does not occur when setting the user focus of players with an index higher than 0. ...
Upon creation and compilation of a Blueprint Variable of type InputActionKeyMappings, when clicking the "X" to remove the default input key parameter causes the editor to crash. ...
GenericUSBController Axis values interfering with input when Xbox Controller is active. (Generic Inputs were added for Switch Support) ...
IE_Released is called when switching between the Game and UI input modes, despite the button being still held. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4527422), 4.22 (C ...