When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, and is also a regression from 5.4.
It appears to be a result of this commit (https://github.com/EpicGames/UnrealEngine/commit/5d2571bb36ab37410643e12d5a20909cc95d81c3) where bAutomaticallyRegisterInputOnConstruction is not set correctly in child widgets where there are enhanced input bindings on its parent.
A workaround is currently to have a dummy input action bound in the child, plugged into any node. This will cause all enhanced input bindings in the parent to now be bound correctly in the child.
Either see the attached repro project, or follow the steps from scratch here:
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-268605 in the post.
4 |
Component | UE - Editor - UI Systems |
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Affects Versions | 5.5, 5.5.4 |
Target Fix | 5.6 |
Created | Apr 9, 2025 |
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Updated | Apr 11, 2025 |