New inputs not working in standalone

Hi all,

I have been trying for the last day or so to add an input to my c++ project, but have been facing significant issues with UInputComponent.

As you can see from the video, any new inputs I add function only in PiE, not in standalone. There are no other instances of this input, or of a ‘tab’ input in the scene, so there is no possibility of the input being consumed elsewhere. If I use a raw ‘Tab’ input node in Blueprints, the input works without issue in standalone play, but I would much prefer to have a c++ implementation running through UInputComponent, as I already have systems in place to handle display and remapping of these types of inputs.

I’m honestly stumped. It feels like UInputComponent is somehow not building any changes to Input map, though i’m really not sure if that’s even a possibility, why that would be, or how i could fix it. Force rebuild keymaps does nothing.

Thanks for any help,

Ellie

Hi Ellie,

I noticed in your input list you have ‘ActionInput’ set to “Any Key”

I wonder if ActionInput is consuming all inputs. (Try unchecking ‘consume input’ on the input node?) But I’m unsure why it would only break in standalone…

Just an idea, hope that helps!