"Chorded Action" InputAction not triggering despite high priority

Hi people, I am unsure whether I deeply misunderstood the enhanced input system or if this is a bug:

Setup
I have 3 InputMappingContexts, each containing a single InputAction:

  1. Triggers on “Shift” key and has a priority of 100. No InputModifiers and no InputTriggers, does not consume input.
  2. Triggers on “E” key and has a priority of 50. No InputModifiers, but it has two InputTriggers: “Pressed” and “Chorded Action”. The latter refers to InputAction #1. Consumes input.
  3. Triggers on “E” key as well and has a priority of 0. No InputModifiers and only one InputTrigger: “Pressed”. Consumes input.

All 3 IMCs are added to the LocalPlayerEnhancedInputSubsystem simultaneously.

Problem
When pressing the “E” key, InputAction #3 is triggered as expected.
But when holding “Shift” and pressing the “E” key, InputAction #3 is also triggered.

Expected
Because InputAction #2 has a higher priority than InputAction #3 and because all implicit and explicit InputTriggers of InputAction #2 are fulfilled, I would have expected #2 to be triggering instead of #3.

I have tried re-creating my IMCs and InputActions from scratch in case the assets are corrupted or similar, tried debugging via the “showdebug enhancedinput” command which does not show why one is triggering over the other.

The only solution that kind of works (but I would rather avoid) is to not bind my InputActions to “ETriggerEvent::Triggered” but to “ETriggerEvent::Started”.

Is this intended behavior? Can you not bind two separate InputActions to the same key with different priority, but then differentiate via the Chorded Action trigger?

Thanks in advance for any pointers.