Summary
I came across this problem one day when I found out that tapping Escape key cannot stop PIE mode, after that time I cannot trigger Escape key anymore till now. I am pretty sure my physical Escape key works fine, and works in other applications. I don’t know how it happened, and it disturbs me a lot.
For further testing info, I have an input action that binds to Escape key, and in PIE I cannot trigger this input action. In input action mapping menu, there is a button where you can bind key to an input action by pressing one physical key, and yes pressing Escape doesn’t bind an input action. The packaged game can trigger Escape key.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Pressing physical keyboard key “Escape”
Expected Result
Trigger any editor or in-game event binded by Escape key in editor
Observed Result
No response
Platform(s)
Win10 PC, UE5.2 editor
The select key button is like this:
Also in editor preference setting page, Escape key doesn’t respond
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Makes me wonder if the ESC key is “handled” by something else you are controlling, like the UI, Pawn or PlayerController. Basically, when a key is pressed its input is routed through those and can be “handled” along the way. Typically you would mark input as handled when you use the input key to control a widget (closing a menu with ESC) so that any outer menus it’s nested in don’t all receive a bubbled ESC input. If handled along the way, the ESC key should not bubble up to say, the editor.
There are other points where the input can be stopped or altered as well. For example, by overriding OnKeyDown method on a widget and handling it. That is not the same as binding an input action on say a Pawn.
GitHub - YawLighthouse/UMG-Slate-Compendium: A Compendium Information Guide for UMG and Slate in Unreal Engine.
If you’re familiar with Visual Studio and C++ you could go on setting breakpoints in the FSlateApplication system (start near an input PreProcessor) to see if the input arrives at all, and up to what point, reading call stacks.
If you want to do a quick check if the problem is your code or an engine bug, create a new clean project, clean configs and see if the ESC key still doesn’t work.
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No, even when I am not running the game, the Escape key doesen’t work. I do have a pause menu that can be triggered by Escape key, but in PIE mode I cannot trigger the pause menu by hitting Escape key. In the packaged game the Escape key works fine. I wonder it is an editor problem.
Maybe, it uses the same input system.
I have tested and found that it is maybe truly a problem of input conflict. Here are the steps:
- I open a project and enter a map that does not use the ESC key input action, run in PIE mode and press ESC, it will exit PIE mode.
- But when I run a map that use the ESC key input action, ESC does not exit PIE mode.
- After that, enter the map without ESC input action , and ESC will not exit PIE mode since then.
- Close the project and reopen it, ESC works fine.
I am not familiar with UE c++ codes, I hope it can be fixed in the future or future UE versions (or maybe it has been fixed in newer versions like 5.5?) Thank you for the reply! =)
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I’ve never had this bug myself, and I worked mainly with UE4.27, UE5.2, UE 5.5.4. can’t tell if anything changed.