UE5 Can something be done to stop Data Layers from stopping input during runtime in a Build?

We added this logging to PlayerInput.cpp

void UPlayerInput::FlushPressedKeys()
{
	UE_LOG(LogTemp, Warning, TEXT("UPlayerInput::FlushPressedKeys"));

Anytime a Datalayer changes state in a build this gets executed… but not in the editor… let the hunt begin…

In fact it gets called multiple times, which does not happen in the editor … see log snippet below

[2022.06.12-17.54.08:890][998]LogWorldPartition: Data Layer ‘RestorationStation’ state changed: Unloaded → Activated
[2022.06.12-17.54.08:890][998]LogWorldPartition: Data Layer ‘RestorationStation’ effective state changed: Unloaded → Activated
[2022.06.12-17.54.08:893][998]LogWorldPartition: Streaming performance changed: Good → Critical
[2022.06.12-17.54.08:925][998]LogStreaming: Display: FlushAsyncLoading: 0 QueuedPackages, 10 AsyncPackages
[2022.06.12-17.54.08:960][998]LogTemp: Warning: UPlayerInput::FlushPressedKeys
[2022.06.12-17.54.08:983][999]LogWorldPartition: Streaming performance changed: Critical → Good
[2022.06.12-17.54.11:934][136]LogTemp: Warning: UPlayerInput::FlushPressedKeys
[2022.06.12-17.54.15:328][296]LogTemp: Warning: UPlayerInput::FlushPressedKeys

Another example:

[2022.06.12-17.54.22:807][608]LogWorldPartition: Data Layer ‘TowerStairway’ state changed: Unloaded → Activated
[2022.06.12-17.54.22:807][608]LogWorldPartition: Data Layer ‘TowerStairway’ effective state changed: Unloaded → Activated
[2022.06.12-17.54.22:810][608]LogWorldPartition: Streaming performance changed: Good → Critical
[2022.06.12-17.54.22:829][608]LogStreaming: Display: FlushAsyncLoading: 0 QueuedPackages, 128 AsyncPackages
[2022.06.12-17.54.22:864][608]LogTemp: Warning: UPlayerInput::FlushPressedKeys
[2022.06.12-17.54.22:890][609]LogWorldPartition: Streaming performance changed: Critical → Good

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