When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...
This is a regression from a long while ago that needs to get fixed ...
From the user: The root of the problem appears to be that KeyState.EventAccumulator still has events stored in the structure for 'LeftAlt'. So, although UPlayerInput::FlushInput is called when the ...
The root cause appears to be an order of operations change made for [Link Removed] (CL 18309493 in UE5/Main). On EnhancedPlayerInput.cpp:238, the TriggerStateTracker is combined with state evaluated ...
From the user: > Up until 5.3.1 those input modifiers were identical apart from the instanced data. If you upgrade to 5.3.1, not taking the new IMC files, the sensitivity settings will never get a ...
The haptic feedback stuff is meant for VR devices, and has never worked with DualSense or any other console (afaik) that isn't a VR device. We technically could support this, but it would just be ...
This is happening because UEnhancedPlayerInput::UEnhancedPlayerInput is attempting to load the IMC asset, but if your triggers are defined outside the engine module then it would trigger a load of t ...