Issues with the Input Trigger Device

Just wanted to make a quick recap on what’s wrong with this device, some are personal feedback, some not :

  • You can bind multiple actions to the same input


    Whereas trying to do this on “non creative” Fortnite inputs shows this popup, if not fixed it might make our maps breakable by some smart kids

  • (I think it’s too late for this) but the “Creative Input Actions” didn’t get synced with the player’s bindings, which means that for me, my “Creative” Left is bound to Q (A in AZERTY keyboard), which makes no sense, you should have migrated the default bindings upon adding this feature imo

  • The “Creative Input Actions” bindings can differ from the Player’s bindings which means a player can move Left while “creatively” moving Right, it makes no sense and could be a hassle to secure from glitches and cheats against smart kids who can find tricks

  • There’s no way to “consume” the original Fortnite input, which can make it weird for us, it would be so much better to have this option, so for example pressing E wouldn’t interact with anything around you if you’re on a custom UI or something. That’s just one example

Agree with all of the feedback from LAMA.

It would be preferable if there was a binding preference toggle option when configuring an Input Trigger Device to either use the “Fortnite Mapping” or “Custom Mapping”; the idea being when the toggle is set to “Fortnite Mapping” the Input Trigger Device would be activated by the native keybind for the associated action. For example, if I would create an Input Trigger Device, and set the target input action to “Crouch” and set the binding preference to “Fortnite Mapping”, the key/button that the player has bound to “Crouch” (and not “Custom Input 3”) would be used. This way, we would have the option to expose more inputs via custom bindings, or to use the native fortnite bindings strictly.

I would also like to emphasize the request for an “input consumption” toggle option, which if enabled, would preempt the native Fortnite handling of a button being pressed, and only activate the associated Input Trigger Device. Again for the example being an Input Trigger Device where the target input action is “Crouch”, if “Consume Input” was toggled on, then the player input pressing their crouch action key would activate the device, but would not cause the player to crouch in game.

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Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

Referencing this post which is about wrong “axis inputs” being sent

Also there’s apparently an issue with the IsHeld[] method which might introduce some sort of ghosting, I’ve heard people implementing their own IsHeld[] method

Two days ago, the input Forward was working correctly. Yesterday, I started having the problem that when I pressed it once, the input repeated the method’s content many times, and now it doesn’t even show the input on the screen, just the input message, but pressing it does nothing.

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