Maybe someone else on the forums has had the same issue,
Whenever I click the left mouse the game refuses to recognize that I have let go of it straight afterwards.
I know this because the RELEASE exec doesn’t fire and whats even stranger is I have to click it about 7-10 times before it finally recognizes the release command.
I Cannot for the life of me figure out what it is that would cause this issue, as I have no idea what causes the RELEASE event to fire.
I’m assuming the physical input and if that is the case then it has to be a bug in the engine.
I cannot think of a way that my code would force the release input to not be recognized for the first 7 - 10 clicks.
Any help on this would be great as its very irritating and seemingly hard to explain.
If my memory serves me right, this is because they want to detect double click.(actually trace engine code for this back then.)
It was mentioned quite a while ago, but if you want to detect rapid clicks without double click, or get many “release” event, there was a bug.
To get it more consistently, you need to lower Double Click Time in Menu->Edit->Project Settings->Engine(Input)-> MouseProperties->expand.
Set it to something really small, you will get release events better. If by doing this, or set it to zero doesn’t fix your problem, then the bug hasn’t been fixed yet.
So this is a common bug for people where the release event just doesn’t fire for the first few clicks, no matter how slow or far apart?
I just set it to 0.01 and 0.0 and it still thinks its being held down.
Do you have any links to the original mention of the bug and what can be done about it, otherwise I sort of have to start every game with a mad 10 click spray until the controls are viable again.
My colleague created a map on his PC, using slightly outdated Blueprints and Assets ( all using the same naming convention though ), he sent me the map. Bearing in mind my MAP/Project has the mouse click release bug.
I loaded up his map and the first issue I came across was the fact his doors opened with no problem whatsoever, No Mouse Release Bug.
So does this mean the bug is related to Maps/Levels? or Projects?
I am having him test out my map on his project to see what happens, Fingers crossed the doors work and he can just resave and send back.
Otherwise i’m screwed there is so much time spent putting my map together and it will take so long to copy it all across and rebake and resort.
If anyone has any other great ideas on how to stop this bug or whether I should delete the map or whether I should just power through until the bug is fixed.
Bearing in mind its been around since v.4.1.0 I’m a bit worried this will be an ongoing issue.
It seems that the release bug is not what causing it from your latest description.
You might want to check throughly that if anything catches and blocked release event.
Things like:
some level event to disable input
player controller event disable input
the said door asset have some external object(ie.trigger volume) that decides if events can happen or not.
In general, look at this chart(scroll down to “Input Processing Procedure” section):
anything that catches events or have block events turned on, will eat your release event on the way to “Game Logic” which is your graph.
edit: for quick searching for those events, create one if you can’t find any(say EnableInput), right click on it and choose find all references.
Same for your click release events. at least you have a rough idea how many of those are in your level and assets.
Well whats odd is even though he has an outdated door, his problem only appears in MY map as well as the fact that the problem doesn’t appear in HIS map; Even in my project which uses the newer Door BP asset.
I do have both the trigger and disable input nodes used in the Door, I will take a look at the execution of them and compare them to the chart/graph.
Although I don’t quite understand the graph I do understand what you mean by the fact Im disabling player input at some stage during the events.
Thanks
EDIT:
I should also mention that the RELEASE in my CHARACTER isn’t firing, regardless of whether I interact with a door or not, I can start the game and click and not get a successful mouse RELEASE to fire.
Does this change it all?
I can make a new map and get a release function but not on my current map, I must click multiple times until I get a steady release function, So I no longer think its related to the doors, as much as it could be the bug.
I understand now thank you for explaining, IF thats the case then it should always get to my Pawn and Fire.
Based on my previous small tests, I can load my existing map, Left click and get no Release event.
I can then create a new “Default” or “Blank” level and spawn and Left Click and get a release event; Both maps use the same UAssets and are created in the same package, both have the same Game, Hud and PC files as their defaults.
So how can the mouse release work PERFECTLY in one map but horrifically in another,
I should clarify the door was an example not the explicit cause and the release isn’t firing in the Character BP on my map, even when i copy my maps contents to a blank map.
Any node, even if it’s just there by itself and no execution line output could eat the event.
ie. You have a click press or release event that are the same, checking a bool and decide to give up, still count as catching events in that chart.
So that being said, do can you try something like this?
rebind your mouse click(if not already) to something like “oldClick”(if you just use say “LeftMousebutton”, I feel sorry for you.) , now bind a different key to it (say Q) and test.
If it still cause bug to happen, there is something wrong in your map for sure.
Then, try to identify the problem, bind your click button to a “newClick”, and only update one asset at a time to use this new event.
So, from bottom up, after change pawn, left click should only do fire, and Q does all the rest.
Slowly move your way up and once it breaks, you know which asset is causing it.
(enable/diable input turns all input events on/off regardless).
There should be a feature request to find all reference to a event starting node, not just variables.
Hey, Thanks again for all your hard work in trying to help fix my problem.
I’m having a bit of an issue understanding what your saying sometimes, so please bare with me.
I was unsure what you mean’t by rebind but I assume you literally meant rebind the key in the input section on Project Settings, I did that, I replaced my LeftMouseButton to Up and it fired the release FIRST TIME in my Character Blueprint in my Map.
I also replaced the Input node in the code with a random button, that also fired first time.
So I assume by performing both those tests, I tested all assets using that Input node by rebinding it meaning its not one of my assets/models causing the problem.
I also replaced the key entirely in the blueprint to a new one and that fired first time so its not an input problem or a disable/enable problem.
So it seems the issue only occurs in certain maps, once they contain certain blueprint props AND using the LeftMouseButton as my input key.
So is it safe to assume that its a glitch/bug in the engine and not my code?
Also, Ill record a video shortly of EXACTLY what I mean and to try and clarify the issue.
At the start I show you the two Events that drive player interaction, The top one being my “Action Mapped Event” *(Global) *and the bottom one being a “Keyboard Event” (local)
I then boot up the game and attempt to press my “Action mapped key”(LeftClick) which fires the PRESS but not the RELEASE, I then show you that the "Keyboard Key" PRESSES and RELEASES flawlessly.
I then change the currently bound LeftMouse to the UP key instead, meaning that my Global event is now triggered by a different key press.
I load up again and demonstrate that the newly bound key PRESSES and RELEASES flawlessly as does the Locally bound keyboard key.
By Global I refer to the Action mapped event that could possibly be used throughout multiple blueprints,
By Locally I mean this key was ONLY SET inside THIS SPECIFIC BLUEPRINT and would not cause any other BLUEPRINTS to fire unless standing in there respected input zones.
exactly this, if you can reproduce this behavior with only MyPlayer in a empty map, then the possibility could be also in your mouse driver, but it’s less likely since I can even get a release event properly with a wacom tablet.
So like I said before, something in your map eats away the release event because Pawn is last in the chart.
The easy way would be copy the entire graph of say level blueprint, paste into a text editor, and then search for “InputKey=LeftMouseButton”.
If you find a match, then your level blueprint contains this event. I did a simple test that can reproduce your situation easily.
in my character binding like what you have, but only print “press” and “release”.
in my level blueprint I can use left mouse button and only print “level release” on release event.
after play, I can only see “press” and “level release”, as predicted in the input chart.
Turns out the Epic slider uses the LeftMouseClick and COINCIDENTALLY uses just the release function, so i removed it entirely from the BP and replaced it with a Function that called it then proceeded to call it from MyPlayer upon release along with everything else,
Thank you so very much for all your help, you have been INVALUABLE to teaching me a very core but powerful lesson about the engine,
I literally cannot thank you enough, You have been the only person to help me over the 2 months that I’ve been having this issue.