When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input Touch continues to remain "consumed" after the first Completed event until the user interacts with a UI element.
1. Create a Third Person template project using Unreal Engine 5.X (any version).
2. Set up an Enhanced Input Action using a Hold trigger bound to Touch Input1.
3. Begin Play and touch the screen (or simulate touch input).
4. Release the touch input and observe that the Hold action does not fire Canceled events anymore. It fires a completed event straight away.
5. Tap on a UI element – only then does the Hold state reset.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-353657 in the post.
| 0 |
| Component | UE - Gameplay - Input |
|---|---|
| Affects Versions | 5.3, 5.4, 5.5, 5.6 |
| Created | Nov 13, 2025 |
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| Updated | Dec 8, 2025 |