[Verse Enhanced Input] 250.0ms delay before the InputEvents are received

Summary

Verse Enhanced Input InputEvents are received after a 250.0ms delay while CRD_InputTrigger.PressedEvent happens instantly

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  • Place a InputTrigger Device, and set:
    • Input Type → Standard Action
    • StandardInput → Fire
  • In verse add the Character.RangedWeaponMapping and GetInputEvents from IA_WeaponPrimary

Expected Result

CRD_InputTrigger.PressedEvent and Verse InputEvents should happen at the same time or even before the InputTrigger event

Observed Result

Verse InputEvents are delayed by ~250.0ms

Platform(s)

Windows 11 - 37.50-CL-46578011

Additional Notes

Verse

using { /UnrealEngine.com }
using { /Fortnite.com }
using { /Fortnite.com/Playspaces }
using { /Verse.org }
using { /Verse.org/Assets }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }

GameInputComponent := class<final_super>(component) {
    @editable CRD_InputTrigger<public>:Devices.input_trigger_device;
    @editable IA_WeaponPrimary<public>:input_action(logic);

    OnSimulate<override>()<suspends>:void = {
        Sleep(5.0);

        PlayerInput := ControlInput.GetPlayerInput[Self.Entity.GetPlayspaceForEntity[].GetPlayers()[0]] or Err("");

        PlayerInput.AddInputMapping(Input.Character.RangedWeaponMapping);
        InputEvents := PlayerInput.GetInputEvents(Self.IA_WeaponPrimary);

        race {
            loop {
                Agent := Self.CRD_InputTrigger.PressedEvent.Await();

                Print("[{Simulation.GetSimulationElapsedTime()}]: CRD_InputTrigger.PressedEvent");
            };

            loop {
                Agent := InputEvents.ActivationTriggeredEvent.Await();

                Print("[{Simulation.GetSimulationElapsedTime()}]: IA_WeaponPrimary.ActivationTriggeredEvent");
            };

            loop {
                Agent := InputEvents.ActivationCanceledEvent.Await();

                Print("[{Simulation.GetSimulationElapsedTime()}]: IA_WeaponPrimary.ActivationCanceledEvent");
            };

            loop {
                Agent := InputEvents.DetectionBeginEvent.Await();

                Print("[{Simulation.GetSimulationElapsedTime()}]: IA_WeaponPrimary.DetectionBeginEvent");
            };

            loop {
                Agent := InputEvents.DetectionOngoingEvent.Await();

                Print("[{Simulation.GetSimulationElapsedTime()}]: IA_WeaponPrimary.DetectionOngoingEvent");
            };

            loop {
                Agent := InputEvents.DetectionEndEvent.Await();

                Print("[{Simulation.GetSimulationElapsedTime()}]: IA_WeaponPrimary.DetectionEndEvent");
            };
        };
    };
};

The status of FORT-991816 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.

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