Using an Input Action with two different keys will fire twice on the key release if one is held down while the other is pressed. ...
Setting the dead zone of Joicon causes the dead zone to be ignored in the direction of full X, -X, or Y, -Y. ...
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 ...