This question was created in reference to: [WinPumpMessages - High CPU cost of Windows mouse [Content removed]
I cherrypicked the following CLs into Unreal Engine 5.5 and we are now running into a rare bug where input breaks and the game gets nearly soft locked.
42152017, 42166476, 42232996, 42762914, 43032922, 43352118, 44252455, 44282257, 44455025, 44482035, 44483612, 44485144, 44494703
When this happens you can see your cursor in game and it’s almost like the window is no longer focused, I can’t move in the game anymore or open my console via ~ or settings via escape or do much of anything. Restarting the game fixes the issue. Clicking on buttons and UI elements often doesn’t work when this bug occurs too. Basically input breaks in very large ways when it occurs but not entirely.
We have caught it with a debugger attached a couple times and have observed that when it occurs `FWindowsApplication::ProcessDeferredMessage` stops processing a bunch of the things it usually does process (e.g. WM_MOUSEACTIVATE and WM_LBUTTONDOWN)
I am running with WindowsApplication.UseWorkerThreadForRawInput=True
Are there any CLs that I might have missed to bring this functionality into 5.5? Or any ideas you have on what could be going wrong? Have you had any issues with this functionality?
It seems as though the game fails to accept window focus at all.
It almost feels similar to this commit but on Windows and not Linux.
https://github.com/EpicGames/UnrealEngine/commit/73f4457617a02ae371dd9488ed8375b1f0a180d1
Thank you,
Ethan