Pressing a UMG button releases every currently pressed input

Hello!

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.

Thanks.

to avoid widget buttons interfering with held keys, make sure IsFocusable is set to false, in your button’s details panel.

5 Likes

Yup, that’d be it, thank you very much :heart:

Thank you very much. For so long I could not understand why this is happening!)

I’m 6 years late. Thank you very much, this solved my old problem.

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… :frowning:

This worked for me.

In the project settings, uncheck “Should Flush Pressed Keys on Viewport Focus Lost”

Found in this post thanks to @bigstumpy