I have a simple pause menu that is activated by an enhanced input action - when the game is not paused it adds the widget, when the game is paused it removes the widget. However, I’m using a controller and trying to set focus on the pause widget and this is causing an odd bug. If I hold the pause button, the action is triggered, creates the widget, and the moment a “set focus” node is called the enhanced input action will fire again (despite not having been released). This means the widget is only only screen for a few frames before the unpause function is toggled.
Weirder, if you then release the input and press it again, it will be ignored - the event doesn’t fire. After this non-responsive press-and-release the input event will start firing as normal again.
I’ve tried using the clear input toggles on the “set input mode” settings but to no avail. I’ve even put the focus setting node on a delay, just to confirm that it’s the setting of the focus that’s “clearing” the input state and making it retrigger when it shouldn’t. I press and hold the button, the widget is added to the screen, and the instant the delay finishes and the “set focus to button” node is hit the held button suddenly fires off its event again.
Any help on this? I’m pretty new to Unreal so might be going about this wrong but the non-responsive second press seems like a bug regardless.