F doesnt work if your walking

i dont know if this only happens with me or not but i have an ability on the button F but for some reason i cant press it when i am moving. i have to stop then press it. i changed it to anything else but its just that if its on F it wont work while iam moving and i dont have the button F for anything else so anyone got an idea?

is this through Enhanced Input Subsystem, or through the Project Settings Method?
either way are you sure you bound ‘F’ (I have done similar in many different contexts), if you use the other method does it work then?
what is F doing? is this triggering an animation, is this doing a function call?
if you just put a PrintString Node on ‘F’ does that fire while you are walking (I am presuming with W)

if nothing else is assigned to the button, and you have no other logic in your game blocking that specific button.
Could this be a case of “keyboard rollover” where for some reason your keyboard has F on the same trace as your WASD. could you check a keyboard rollover test, just to confirm that like W&F can be processed at the same time.

So first i did the keyboard rollover test and yes F can be pressed if i am pressing W so that shouldnt be the issue. yes i am using the project setting for the key bindings. but now i have noticed something. i can Pressed F when moving, but i cant pressed it when iam running (when iam holding shift button). and i did the rollover test for that two and it seems that its working fine. when i press the F button the function is that it goes through a switch on enum then does some action like changing a variable or spawning an actor but i dont think that has to do with anything. also i have four abilites. i can press them all while running but i cant do it for the button F. as i said i changed the binding for the F for another button and it worked, it just wont work for the F button.

-if you disconnect your switch state, and have F only do 1 of those things at a time, so: Print a string, Spawn an Actor, or Change a variable. does that function (this would imply that your enum is not getting changed a long shot but part of troubleshooting)

-in the Project Setting Input method shift can be a modifier on any button, do you have any of your inputs marked with a Modifier_Shift (especially a duplicate F) though this might mean that your “running” logic would break so this isn’t very likely.

-for the Project Settings Input method any blueprint or C++ can be listening to the input, so in theory you might need to go through all of your blueprints and C++ classes to ensure none of them have Event_Key_F(on the bright side the unmodified engine doesn’t listen to any buttons but esc and the numpad). sometimes when testing things it is not uncommon to just throw code chunks into a class and iterate in place (I have forgetting to remove some of these chunks and then spent minutes to hours trying to track down strange behavior), and this is all the more harder when it comes to visual scripting (those little boxes can be ninjas I swear)

-if you create a template project, add running with shift, and your Event_Key_F logic does it happen then (you could try this before going node hunting through every one of your blueprints if you have a lot of them). if you document your steps, and the issue exists in that project, then you can share those steps here (for blueprints include at least final screenshots)