Hi there,
Perhaps whatever input thread there is needs to poll at a higher priority than the rest of the game and queue up results [or exist if it doesn’t already]?
I’ve noticed button presses going missing and found I can force the issue by putting a crafty Sleep(1000) in the AMM_PlayerController::Tick function.
If you get the timing right with a mouse button press this will not fire:
FKey theLeftButton = EKeys::LeftMouseButton;
if (PlayerInput->WasJustReleased(theLeftButton))
During normal play on my this happens very occasionally, so for a while I though I just hadn’t pressed the button hard enough. On my MAC far more frequently and when giving the game to a friend to get some feedback it happened to him all the time (suspect he was on a reference video driver).
Hey -
Just so I’m clear on the issue, you’re saying that on occasion when you release the left mouse button (based on the above code snippet) the resulting code doesn’t trigger? Does the same thing happen for PlayerInput->WasJustPressed()? When playing on your is there a difference in occurrence between play in editor versus launching in standalone?
Cheers
Hi ,
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Thank you.
This was my fault - I’m treating touch and mouse as the same, only I wasn’t piping the touch “justreleased” input into my code, at some point I enabled “mouse as touch” and exposed the lack of support in my own code.
Apologies for the confusion - looks like your code is working perfectly!