I’m working on a project with a complex UI that I created a navigation input setup for in 4.18 and recently migrated to 4.25.2. In 4.18, I disabled d-pad inputs On Preview Key Down and then used d-pad, analog, and keyboard inputs all for my custom navigation.
When I migrated to 4.25.2, I had to update the widgets to re-disable d-pad inputs, but that part works fine now. I unable to disable analog inputs, however. I have overridden every single input event (including OnKeyDown, OnKeyUp, and OnAnalogValueChanged) that I can return “Handled” for, but the widgets are still accepting analog input.
I figured it might be something in my project, so I tried making a test UI in a scratch project and overrode all the inputs events as “Handled” again. Even in a fresh project, I’m still unable to disable UMG analog inputs.
I can’t imagine that this is intended behavior, so I’m assuming this is either a bug or I’m totally missing something. Any help on how to properly disable analog inputs to UMG or a workaround would be very appreciated!