The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
User Submitted Bug Some keys are not registered when pressed with combination of others. ...
When changing editor shortcuts / input settings, pressing the AltGr key will cause the editor to read the key combination of Ctrl+Alt rather than a single key press. This is likely due to Ctrl+Alt ...
When a character is spawned from a template of an existing character instance, the existing instance loses the ability to read any input. This was discovered when testing the crash fix for [Link Re ...
Touch events registers as Keyboard Keys rather than a separate key type. ...
If an Actor that initiated a dynamic force feedback is destroyed, the rumble will never stop. ...
When using a flight stick as a raw input device, GenericUSBController Button # blueprint events will sometimes not be registered when clicked. In local testing, this occurred roughly once for every ...
If a project is packaged for Windows (32-bit), the packaged game does not receive any input from raw input device. Packaging for Windows (64-bit) does receive input as expected. Regression: No - R ...
If a raw input device is connected to the computer after starting the editor/packaged game, the device is not registered and input is not received unless the editor/game is closed and then restarted ...
The FRawInputDeviceConfiguration struct is not exposed so attempting to define custom raw input device configs fails with unresolved external errors when using: FRawInputDeviceConfiguration newConfi ...