I don’t know if this is the right avenue to take, but there doesn’t seem to be any information on this topic. I’m not a developer but have noticed a pattern with games using Unreal Engine 5 that make them impossibly difficult to play with my disability.
Every Unreal Engine 5 game I’ve played so far seems to have the same movement oversight that only games using the Gamebryo engine had, in that when you press a movement key while the opposite movement direction is held, instead of halting movement, the player will strafe or walk in a seemingly arbitrary yet consistent direction, regardless of the order the keys are pressed and held.
Is this behavior intentional or simply an oversight? If it’s an oversight, who’s responsibility is it to correct it, someone who works on the engine, or the people using the engine to make a game? When bringing it up with the sole developer of a game called Voin, they said no problem and it will be addressed in the next update, but when leaving feedback for a larger game like S.T.A.L.K.E.R. 2, they never got back with me, and never addressed it in the two updates so far. If this behavior is intentional, what is the benefit of it, and why does the direction that takes priority differ for each game, but stay consistent within each game?
Here is source code to the original Doom to demonstrate the expected behavior, not that I expect all games to behave like Doom, but it’s just a clear example of what I would consider the intended behavior for any game using movement similar to it.
If there’s anyone who is able to set the default input system in UE5 so that accidentally pressing both strafe keys at the same time doesn’t result in strafing to the left, or at least explain why it has this behavior, I am interested!