Licensee suggests moving this up from APlayerController to AController, I think this makes sense. Minimal refactoring is necessary, and will remove confusion/potential bugs from people thinking it s ...
The input binding "Any Key", which was added in 4.9, does not respond to any key presses. Regression?: No: This feature did not exist before 4.9 ...
When using PIE to simulate multiple clients the virtual joysticks only work on the last client spawned. When using the other clients the joysticks to not move the player. Note: In the Third person ...
Axis Scale changes made in Project Settings > Input are ignored in PIE with Dedicated Server enabled. Does not occur while Dedicated Serve is disabled. Reproduced in 4.7.6, 4.8.0, and Main (//depot ...
If the user presses down and drags off screen without lifting their finger/releasing mouse button then the "Get Input Touch State" node does not return false (for the Is Currently pressed pin). It c ...
In a packaged local multiplayer game, input from a second gamepad is not detected until the game window is clicked with the mouse. The first gamepad input is detected as expected. ...
If the 'Activate Touch Interface' node is called in blueprints (set to a non-'None' interface) and the current touch interface is set to 'None', the editor crashes. ...
The Get node for the float value of Custom Axis Mappings only returns 0.0 when called from Blueprints other than the Controller. Input from the player does not affect the value. Note: this works a ...
When setup for multiplayer, all players are able to move around and control the camera with the analog sticks but button presses of all controllers only affect player 1. ...
If the mouse is toggled to show by using "Set Show Mouse Cursor" and then the user clicks in the window the mouse will lose focus (the camera will no longer freely track the mouse) ...