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
andGetInputEvents
fromIA_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");
};
};
};
};