Long story short: I put in a simple input action which is just a press key action mapping.
In the player blueprint, which is the only one to use this mapping, I have built bp functionality from key pressed as well as key released.
Now only the key pressed functionality is called, not the released one, when I release the key. I checked with print statements. Weirdly, when I move the cursor and click on the “X” on the game window, suddenly the key released event is called, but the window doesnt close.
Try right clicking the event “Input Action OpenWeaponWheel” and choose “Find References”. Once the search finishes above the results find the button “Find in all Blueprints” (an icon of binoculars).
From the found references, see if you are using it in another blueprint with turned on “consumes input”. You could be cancelling the released pin in another call somewhere else in the engine through another blueprint.
Try mapping it to a different key and see if it persists.
If it fails then you have something that is interfering somewhere else. Perhaps you are switching to UI only and losing the keypress / release from your character / controller (it only takes ui inputs then)?
You could try the enhanced input it’s rather easy. Both work in a quick example project.
You have to make sure enhanced input is enabled. Use the third person template in ue5 as a guide where to set it up. (some things need to be swapped in the project settings)