I recently encountered a peculiar case that I’m unsure whether it’s a bug or a misuse on my part. Here’s what happened:
I have an Enhanced Input Mapping set up, which includes multiple actions. For this discussion, let’s focus on two specific actions. First is ‘HotkeyLayer’, which is triggered by a pressed key and provides the joystick with a new set of options as a quick slot. The second action, ‘QuickSlot’, depends on ‘HotkeyLayer’. Let’s assume it’s triggered by a ‘Gamepad Face Button Top’ and is configured with a Chorded Action combining the ‘HotkeyLayer’ action and its own key press, as shown in the screenshot:
Now, here’s the scenario: during a certain event, the ‘QuickSlot’ option needs to be displayed, but only when the ‘HotkeyLayer’ is pressed. However, I don’t want the player to use the Chorded Action in this case. To address this, I explored the “Start Continuous Input Injection for Action” function within Enhanced Input Action, using ‘HotkeyLayer’ as the action. Then, if the player decides to use ‘QuickSlot’, they simply need to press the ‘Gamepad Face Button Top’, as illustrated below:
The continuous input stops when the notification ends. However, the results were unexpected. While the ‘HotkeyLayer’ action is indeed consumed and its event is fired normally, the Chorded Action is never triggered. I’m unsure if I missed any steps or misunderstood a particular use case, but it seems to be a bug.

