The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...
From my testing, it appears that Shift+F is not detected by the editor. If you map the input action to either F or Ctrl+F, they both work correctly, so it seems specific to the Shift+F keyboard comb ...
From a delegate there is no easy way to access the action that triggered the delegate. Whilst this is mostly inherent (an OnJumped handler implies the Jump action) it would be better to provide dire ...
Looks like this was introduced as part of PR#5337 [Link Removed]. It forces bProcessFeedback to always be true regardless of the paused state. ...
The OnForceFeedbackFinished delegate isn't broadcast anywhere, so binding to it doesn't do anything. ...
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 ...