I believe this issue started happening after v42.10.
This is probably due to they exposing movement input actions to verse, where it is also very wrong/broken but for many other reasons. (ex. Firing duplicated values, having biases to specific directions, not firing all related action events, some events have normalized values that should not, and so on…)
I assume they changed some parts of the internal code when working on this new verse feature, which may have caused the side effect and wrong behavior on the input trigger device.
But, back to this issue related to the input trigger:
Since the Input Trigger device reads and signals a “boolean” state from the joystick that is a “scalar vector” value, this is how it should do it:
Circle split into 9 areas (directions + dead zone).
When leaving the deadzone, triggers the “PressedEvent” for the area entered (Ex. Forward, or Forward+Right)
When entering the deadzone, triggers the “ReleasedEvent” for all areas that were active
When moving between areas (excluding deadzone), cycles the Pressed/Released states for the respective directions
On platforms with Keyboard, combinations like Forward+Back, or Left+Right are valid (player can physically send both signals by pressing the keys simultaneously). On other platforms with Controller or Touch, this is impossible due to hardware (Can’t move joystick to opposite sides at same time). This behavior is expected and it’s our job as developers to choose if they want to discard, accept or modify these edge cases and differences.