Hi,
I’m posting here, since I never get any response from using the Bug Submission Form linked here https://www.unrealengine.com/en-US/support/report-a-bug
a minimal project setup to test with UE 5.7
InputValue_5_7.zip (24.2 KB)
Steps to Reproduce
In AssetBrowser:
- create an Input Action, name it MouseMove
- create an InputMappingContext, name it IMC
- create an Actor blueprint, name it InputActor
In MouseMove Asset:
- set ValueType to Axis1D
In IMC Asset:
- Default Key Mappings → Mappings: Add new Entrance and set it to MouseMove
- set MouseX as the input Axis
In InputActor Asset, EventGraph:
- On BeginPlay Add EnableInput node (InVar:PlayerController >> GetPlayerController)
- On BeginPlay Add GetPlayerController → GetEnhancedInputLocalPlayerSubsystem → AddMappingContext (InVar:Mapping Context >> IMC)
- Add InputActionBinding Event MouseMove node
- Add Get MouseMove Value node
- On MouseMove Trigger add PrintString node to print both ActionValues from InputActionBinding and Get node
- add an instance of InputActor to the level, start a PIE session and move the mouse
results
The Action value from the Get Value node will always be updated one frame later than the Event Binding node.
expected
Event Binding and Get Value node have the same value when trigger executes.
Description
The Get Value node it is effectively wrong, since it updates one frame later. This makes the node useless especially for digital button presses/releases.
I only tested it from UE 5.7 back to UE 5.4, but I guess this bug was always there.
Affects Versions
5.7.2 and 5.4, maybe earlier
Plattform
Windows 11
I’m almost certain that this is a related problem:
