Pressing a umg widget button will trigger a release on every other currently pressed input event (mouse or keyboard), and yet the actual input release will trigger a release a second time.
I found this because I need to press a keyboard key, which pops up a umg menu, with some buttons to set a variable, and then on the keyboard key release do something based off that variable.
But pressing the umg button will trigger the release of every other input. Is this a bug? is this by design? if so, how can I avoid this behavior?
I have the Input mode set to Game and Input, focusing the umg in need to interact with.
I doesn’t matter what I do for EntryWidgets. They always either Complete my input or Release key. I can’t for the life of me figure this out.
Example: If I’m holding E key or input action then click on an EntryWidget in TileView it spams Input action or releases my key press depending on whichever I’m using. This is driving me crazy. I keep thinking its something I’m doing wrong so I stared a clean project but still does the same behavior.
I’ve tried overiding inputs in multiple places to see if I can keep it from completing my input (or release key) but no joy. I need help…