Description

This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be because the UI steals focus, which makes the gamepad button in the UPlayerInput keystate map miss a "IE_Pressed" event, and it only has the released event. 

Steps to Reproduce
  1. Open Lyra L_DefaultEditorOverview level
  2. Create an Input Action "IA_TestFire"
  3. Add a mapping to IA_TestFire in IMC_Default
    1. One mapping to the Gamepad Face button Top
    2. Another mapping to the "P" key
  4. Add a listener for the Triggered and Completed event
  5. [Image Removed]
  6. PIE
  7. Press "P". Notice you will get "Triggered" events while holding it down, and a single "Completed" event when you let go.
  8. Now pick up your gamepad
  9. Press the "Start" button to pause the game
  10. Press and hold the gamepad button you mapped to. 
  11. While holding this button, press the "B" or "Circle" button on a PlayStation controller to exit the main menu
  12. Keep holding the gamepad button

 

Result: "Triggered" and "Completed" events get fired every other frame, instead of the expected result of nothing happening until you let go of your gamepad button and press it again. 

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Duplicate
ComponentUE - Gameplay - Input
Affects Versions5.3
Target Fix5.5
CreatedJun 29, 2023
ResolvedFeb 9, 2024
UpdatedApr 17, 2024
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