I’ve run into serious issues with inputs on Android in Unreal Engine 5.6.
My game is UMG-only (no 3D environment). It originally ran fine on 5.5, but since Google now enforces a 16Kb memory page size—and Epic only supports that in 5.6—I had no choice but to upgrade.
The migration itself went smoothly, but after packaging, none of my Android inputs worked. I couldn’t click on any UMG buttons. After two weeks of trying to fix it, I gave up and tested with a fresh 5.6 template project. Inputs worked there. So, I started a brand-new empty project and moved over my resources and settings from 5.5.
During this process, I discovered the issue: disabling “Allow Bluetooth controllers” under Platforms → Android completely breaks input on 5.6. Re-enabling it fixed the problem, so I reported the bug to Epic. Since my game doesn’t use controllers anyway, I decided to just leave it enabled.
After that, packaging with the .bat
installer worked fine—the APK installed and inputs functioned correctly. But when I uploaded the .aab
to Google Play Console, set up an internal test, and downloaded it to my phone, inputs were broken again.
At this point, it feels like the input system in 5.6 is too unreliable for production. I’m running out of options and seriously considering dropping Unreal altogether in favor of Kotlin Multiplatform with Jetpack Compose, just to escape this nightmare.