Enhanced Input can miss short button presses (will not execute)

Hi everyone,

I recently noticed these bugs/problems and would like to avoid ripping everything out of our project files. Does Somebody know workarounds to these problems?

Problem 1:
Enhanced input may not execute on fast button taps (press+release).
On low framerates this can causes problems with registering a double click.
I tested it on UE 5.6 in a packaged game with low frame rates (~5 FPS) by spawning thousands of Actors simulating a workload.
But it’s the same with capping the framrate with the console command t.maxFPS.

Problem 2:
Enhanced Input always has a one frame delay from the Started event to the Completed event, they won’t execute in same frame/tick.
This may causes a unnecessary delay, if I want something to trigger on button release.

Problem 3:
get action value nodes are updated too late by one frame. If print on started the action value is false on completed it is true. the next frame it is false again.

The old Keyboard Events don’t seem to have these problems and execute all buffered inputs for a button in the same frame. Even multiple button down/up events.

I’m not really familiar with hardware input management, but I would propose different input modes in the project settings:
mode 1: the problematic way that it is now (for legacy compatability)
mode 2: adds a new execution pin that executes once and we get ActionValue + ActionCounters
ActionValue: a bool to represent the latest state
ActionCounters: 2 integers that count how many presses and releases each have been registered during calculation of the last frame
mode 3: all buffered inputs will actually execute the Started and Completed event, like the old input events do