# \#Input

**URL:** https://forums.unrealengine.com/tag/input/227.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [\[5.8\] Multiple Gamepads Broken on Mac](https://forums.unrealengine.com/t/5-8-multiple-gamepads-broken-on-mac/2832805)

<div class="topic-metadata">

**Author:** [@MC1RScorpion](https://forums.unrealengine.com/u/MC1RScorpion)\
**Replies:** 5\
**Last updated:** [November 10, 2026, 6:35am UTC](https://forums.unrealengine.com/t/5-8-multiple-gamepads-broken-on-mac/2832805 "2026-11-10T06:35:48Z")

</div>

Summary Connecting a second gamepad to the Mac will cause any input on any gamepad to never release. What Type of Bug are you experiencing? Gameplay Steps to Reproduce Open new project Connect single gamepad Observe …

---

## [Holding ALT to show mouse to interact with HUD without clicking button cancelling held ALT](https://forums.unrealengine.com/t/holding-alt-to-show-mouse-to-interact-with-hud-without-clicking-button-cancelling-held-alt/2727074)

<div class="topic-metadata">

**Author:** [@HawksHaloveil](https://forums.unrealengine.com/u/HawksHaloveil)\
**Replies:** 1\
**Last updated:** [October 22, 2026, 8:04am UTC](https://forums.unrealengine.com/t/holding-alt-to-show-mouse-to-interact-with-hud-without-clicking-button-cancelling-held-alt/2727074 "2026-10-22T08:04:26Z")

</div>

Hello I’ve got a slight issue with allowing players to use alt buttons to interact with the HUD. What I want is to be able to hold alt and then the mouse appears and the player can click buttons in the alt (like menu bu…

---

## [How to allow in VR, keyboard input?](https://forums.unrealengine.com/t/how-to-allow-in-vr-keyboard-input/768124)

<div class="topic-metadata">

**Author:** [@Irrbloss\_Cake](https://forums.unrealengine.com/u/Irrbloss_Cake)\
**Replies:** 2\
**Last updated:** [October 21, 2026, 9:21pm UTC](https://forums.unrealengine.com/t/how-to-allow-in-vr-keyboard-input/768124 "2026-10-21T21:21:14Z")

</div>

Hi! Im using VR-template i UE 5.0 and i want to allow the user to copy and paste into a widget with keyboard. I have a widget with a editable text that i want to allow the user to paste in a URL from a browser. But i…

---

## [How to show specific keybind in widget from Enhanced Input System?](https://forums.unrealengine.com/t/how-to-show-specific-keybind-in-widget-from-enhanced-input-system/2151610)

<div class="topic-metadata">

**Author:** [@nick-0](https://forums.unrealengine.com/u/nick-0)\
**Replies:** 2\
**Last updated:** [October 21, 2026, 9:19pm UTC](https://forums.unrealengine.com/t/how-to-show-specific-keybind-in-widget-from-enhanced-input-system/2151610 "2026-10-21T21:19:20Z")

</div>

I have some images on the corner of my screen that should display the key assigned for ability 1, 2, 3 and 4 but they just show up as “None”. What would be the correct way of going about this?

---

## ["Save Key Mappings" node working in editor but not packaged?](https://forums.unrealengine.com/t/save-key-mappings-node-working-in-editor-but-not-packaged/2842900)

<div class="topic-metadata">

**Author:** [@freezenification](https://forums.unrealengine.com/u/freezenification)\
**Replies:** 4\
**Last updated:** [October 21, 2026, 11:51am UTC](https://forums.unrealengine.com/t/save-key-mappings-node-working-in-editor-but-not-packaged/2842900 "2026-10-21T11:51:16Z")

</div>

Hi all, I’m using the “Save Key Mappings” node to save my input mappings and it works fine in editor, but when I package the game it no longer works. As far as I can tell in the editor it saves it to the file “\[ProjectD…

---

## [UE5 Android gyroscope tilt and shake controls: free Claude Code skill (lessons learned)](https://forums.unrealengine.com/t/ue5-android-gyroscope-tilt-and-shake-controls-free-claude-code-skill-lessons-learned/2841932)

<div class="topic-metadata">

**Author:** [@lucky\_geo\_mango](https://forums.unrealengine.com/u/lucky_geo_mango)\
**Replies:** 0\
**Last updated:** [October 17, 2026, 4:03pm UTC](https://forums.unrealengine.com/t/ue5-android-gyroscope-tilt-and-shake-controls-free-claude-code-skill-lessons-learned/2841932 "2026-10-17T16:03:59Z")

</div>

A free skill for adding gyroscope and accelerometer motion controls (tilt, shake) to an Unreal Engine 5 Android game, with the sensor quirks we hit along the way. We make a touch RTS for phones. Last week we gave it …

---

## [UE 5.8.3 Mac M1 OnMouseButtonDown override returns nothing](https://forums.unrealengine.com/t/ue-5-8-3-mac-m1-onmousebuttondown-override-returns-nothing/2835419)

<div class="topic-metadata">

**Author:** [@thejturner](https://forums.unrealengine.com/u/thejturner)\
**Replies:** 1\
**Last updated:** [October 13, 2026, 1:45am UTC](https://forums.unrealengine.com/t/ue-5-8-3-mac-m1-onmousebuttondown-override-returns-nothing/2835419 "2026-10-13T01:45:43Z")

</div>

Summary “OnMouseButtonDown” override in a Widget Blueprint returns nothing on M1 macs. I haven’t tested every override, but so far I have no ability to register mouse clicks or hovers when I create a Widget BP, add it to…

---

## [\[Enhanced Input\] Gesture keys (Pinch/Rotate/Flick) never release after touch ends — regression in 5.8](https://forums.unrealengine.com/t/enhanced-input-gesture-keys-pinch-rotate-flick-never-release-after-touch-ends-regression-in-5-8/2745006)

<div class="topic-metadata">

**Author:** [@shari\_di](https://forums.unrealengine.com/u/shari_di)\
**Replies:** 1\
**Last updated:** [September 30, 2026, 8:00pm UTC](https://forums.unrealengine.com/t/enhanced-input-gesture-keys-pinch-rotate-flick-never-release-after-touch-ends-regression-in-5-8/2745006 "2026-09-30T20:00:29Z")

</div>

Summary An Input Action mapped directly to a Gesture key (e.g. “Pinch”, EKeys::Gesture\_Pinch) keeps firing the Triggered event every frame indefinitely after all fingers are lifted from the screen. Cause: In 5.8 the…

---

## [are input mapping context saved automatically?](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266)

<div class="topic-metadata">

**Author:** [@GKoch](https://forums.unrealengine.com/u/GKoch)\
**Replies:** 4\
**Last updated:** [September 9, 2026, 1:59pm UTC](https://forums.unrealengine.com/t/are-input-mapping-context-saved-automatically/788266 "2026-09-09T13:59:21Z")

</div>

Hi, I am working on an input mapping system. are input mapping context saved automatically? I can see that they are saved on the editor, but is the same true with packaged games? cheers!

---

## [CommonUI/EnhancedInput key combinations](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918)

<div class="topic-metadata">

**Author:** [@Kanthuns](https://forums.unrealengine.com/u/Kanthuns)\
**Replies:** 4\
**Last updated:** [September 9, 2026, 11:42am UTC](https://forums.unrealengine.com/t/commonui-enhancedinput-key-combinations/596918 "2026-09-09T11:42:35Z")

</div>

Either for the new CommonUI plugin or with the Enhanced Input plugin, do we have a way to bind a combination of key to an action ? Example : Ctrl+C → open a character sheet menu

---

## [Chorded input in Ehanced Input Mapping Context](https://forums.unrealengine.com/t/chorded-input-in-ehanced-input-mapping-context/2020777)

<div class="topic-metadata">

**Author:** [@DELGOODIE](https://forums.unrealengine.com/u/DELGOODIE)\
**Replies:** 1\
**Last updated:** [September 4, 2026, 2:36pm UTC](https://forums.unrealengine.com/t/chorded-input-in-ehanced-input-mapping-context/2020777 "2026-09-04T14:36:43Z")

</div>

How can I bind chords to input actions in a way that will automatically save to the Enhanced Input User Settings. Using chorded actions won’t allow the user to rebind a non-chorded action to a chorded one in the input s…

---

## [Help Needed: Struggling with Modifier Key and Trigger Type Customization in Enhanced Input Subsystem](https://forums.unrealengine.com/t/help-needed-struggling-with-modifier-key-and-trigger-type-customization-in-enhanced-input-subsystem/1869702)

<div class="topic-metadata">

**Author:** [@Tryto1](https://forums.unrealengine.com/u/Tryto1)\
**Replies:** 1\
**Last updated:** [September 4, 2026, 2:35pm UTC](https://forums.unrealengine.com/t/help-needed-struggling-with-modifier-key-and-trigger-type-customization-in-enhanced-input-subsystem/1869702 "2026-09-04T14:35:03Z")

</div>

Hey, I am currently working on creating a rebinding menu using user settings from the Enhanced Input Subsystem. I want to develop a system where each user can customize the trigger type, modifier key, and key binding fo…

---

## [Enhanced Input actions not showing in widget after packaging (works in editor)](https://forums.unrealengine.com/t/enhanced-input-actions-not-showing-in-widget-after-packaging-works-in-editor/2611420)

<div class="topic-metadata">

**Author:** [@DARTVAUDER0057](https://forums.unrealengine.com/u/DARTVAUDER0057)\
**Replies:** 2\
**Last updated:** [September 4, 2026, 2:33pm UTC](https://forums.unrealengine.com/t/enhanced-input-actions-not-showing-in-widget-after-packaging-works-in-editor/2611420 "2026-09-04T14:33:21Z")

</div>

Good morning everyone. I really need your help with an issue I’ve run into. I followed a tutorial (https://youtu.be/PuI7MzvSECc?si=xtuwJ9vwpXvVzsM3) to implement key remapping functionality using Enhanced Input, and eve…

---

## [Enhanced Input: player mappable keys across multiple contexts (UE 5.4+)](https://forums.unrealengine.com/t/enhanced-input-player-mappable-keys-across-multiple-contexts-ue-5-4/2349562)

<div class="topic-metadata">

**Author:** [@Nameless\_Voice](https://forums.unrealengine.com/u/Nameless_Voice)\
**Replies:** 2\
**Last updated:** [September 4, 2026, 12:55pm UTC](https://forums.unrealengine.com/t/enhanced-input-player-mappable-keys-across-multiple-contexts-ue-5-4/2349562 "2026-09-04T12:55:23Z")

</div>

I have a question about playing key mapping settings. I have keys which do different things in different input contexts. For example, in the normal walking context, ‘A’ strafes left, but in the leaning context (added w…

---

## [Remapping keys with Enhanced Input Plugin (Blueprint)](https://forums.unrealengine.com/t/remapping-keys-with-enhanced-input-plugin-blueprint/550076)

<div class="topic-metadata">

**Author:** [@Artorias93x](https://forums.unrealengine.com/u/Artorias93x)\
**Replies:** 11\
**Last updated:** [September 4, 2026, 12:52pm UTC](https://forums.unrealengine.com/t/remapping-keys-with-enhanced-input-plugin-blueprint/550076 "2026-09-04T12:52:01Z")

</div>

Hi everyone! I’d like to know how can I re-map (some) input keys using Blueprint Graph. e.g. I have an Input Map Context “MC\_NormalMovement” and an Input Action “Move”… “Move” Input Action has “WASD” mapping… I’d like …

---

## [UE5.6 I discovered a malicious bug regarding the UI input method change (about OnInputMethodChanged event)](https://forums.unrealengine.com/t/ue5-6-i-discovered-a-malicious-bug-regarding-the-ui-input-method-change-about-oninputmethodchanged-event/2667462)

<div class="topic-metadata">

**Author:** [@Dawn-with-cat](https://forums.unrealengine.com/u/Dawn-with-cat)\
**Replies:** 4\
**Last updated:** [September 4, 2026, 11:14am UTC](https://forums.unrealengine.com/t/ue5-6-i-discovered-a-malicious-bug-regarding-the-ui-input-method-change-about-oninputmethodchanged-event/2667462 "2026-09-04T11:14:08Z")

</div>

About you used OnInputMethodChanged to real-time change UI input change. You will find in this 5.6 upgrade that when you use the gamepad to input, the input mode will switch wildly between the mouse and the gamepad, and …

---

## [PS3 Rockband Stratocaster Strum Bar not working](https://forums.unrealengine.com/t/ps3-rockband-stratocaster-strum-bar-not-working/2740073)

<div class="topic-metadata">

**Author:** [@M-Form](https://forums.unrealengine.com/u/M-Form)\
**Replies:** 1\
**Last updated:** [August 2, 2026, 3:51pm UTC](https://forums.unrealengine.com/t/ps3-rockband-stratocaster-strum-bar-not-working/2740073 "2026-08-02T15:51:48Z")

</div>

I am trying to make a rhythm game using my old PS3 RockBand Stratocaster Bluetooth controller, and all the buttons work (Green through orange on both the normal and solo buttons, and start/select), but because the contro…

---

## [\[Common UI\] Default focus target doesn't receive keyboard input ](https://forums.unrealengine.com/t/common-ui-default-focus-target-doesnt-receive-keyboard-input/2737293)

<div class="topic-metadata">

**Author:** [@Johanides](https://forums.unrealengine.com/u/Johanides)\
**Replies:** 1\
**Last updated:** [July 31, 2026, 7:10pm UTC](https://forums.unrealengine.com/t/common-ui-default-focus-target-doesnt-receive-keyboard-input/2737293 "2026-07-31T19:10:00Z")

</div>

Hello, I’ve implemented cusom CommonAnalogCursor following this post in Community Tutorial: Common UI Plugin - Keyboard Navigation and while navigating UI with keyboard now correctly triggers changes in style, when I pus…

---

## [How to smooth the mouse cursor?](https://forums.unrealengine.com/t/how-to-smooth-the-mouse-cursor/460771)

<div class="topic-metadata">

**Author:** [@Dreyx](https://forums.unrealengine.com/u/Dreyx)\
**Replies:** 2\
**Last updated:** [July 20, 2026, 8:12pm UTC](https://forums.unrealengine.com/t/how-to-smooth-the-mouse-cursor/460771 "2026-07-20T20:12:48Z")

</div>

There doesn’t seem to be any information about this which is quite surprising. How would go about smoothing the input of the mouse cursor so it lags a bit behind the raw mouse input. This creates a really nice smoothing…

---

## [\[Verse Enhanced Input\] Inputs APIs are no longer sending input events](https://forums.unrealengine.com/t/verse-enhanced-input-inputs-apis-are-no-longer-sending-input-events/2714681)

<div class="topic-metadata">

**Author:** [@Lenka](https://forums.unrealengine.com/u/Lenka)\
**Replies:** 7\
**Last updated:** [July 20, 2026, 12:07am UTC](https://forums.unrealengine.com/t/verse-enhanced-input-inputs-apis-are-no-longer-sending-input-events/2714681 "2026-07-20T00:07:53Z")

</div>

Summary Both UnrealEngine.ControlInput & Verse.Input modules are not sending any input events when the InputMappingContext is added and the InputAction triggered by the player. Please select what you are reporting on: U…

---

## [5.3 Enhanced Input: Make two opposing inputs cancel each other out when pressed](https://forums.unrealengine.com/t/5-3-enhanced-input-make-two-opposing-inputs-cancel-each-other-out-when-pressed/1479617)

<div class="topic-metadata">

**Author:** [@Wheatttttt](https://forums.unrealengine.com/u/Wheatttttt)\
**Replies:** 4\
**Last updated:** [July 1, 2026, 2:51pm UTC](https://forums.unrealengine.com/t/5-3-enhanced-input-make-two-opposing-inputs-cancel-each-other-out-when-pressed/1479617 "2026-07-01T14:51:47Z")

</div>

Here is my input mapping: It’s pretty simple. Pressing “A” gives a value of 1.0, and “D” gives a value of -1.0. However, when holding both at the same time, instead of canceling out, “D” takes priority (which makes …

---

## [Disable mouse input when over widget](https://forums.unrealengine.com/t/disable-mouse-input-when-over-widget/490719)

<div class="topic-metadata">

**Author:** [@meinhold](https://forums.unrealengine.com/u/meinhold)\
**Replies:** 12\
**Last updated:** [May 8, 2026, 6:05am UTC](https://forums.unrealengine.com/t/disable-mouse-input-when-over-widget/490719 "2026-05-08T06:05:10Z")

</div>

Hello, unreal newbie here!I I try create Third Person RPG with WoWlike control. Now when i dont hold any button i have normal mouse cursor. When i hold left button and move mouse cursor is hidden and camera rotate aroun…

---

## [Joystick input is jittery in Lyra starter game](https://forums.unrealengine.com/t/joystick-input-is-jittery-in-lyra-starter-game/2720180)

<div class="topic-metadata">

**Author:** [@StellarLime911](https://forums.unrealengine.com/u/StellarLime911)\
**Replies:** 1\
**Last updated:** [May 6, 2026, 8:20pm UTC](https://forums.unrealengine.com/t/joystick-input-is-jittery-in-lyra-starter-game/2720180 "2026-05-06T20:20:11Z")

</div>

I have a 5.2 Lyra project that I’ve migrated to 5.3, but I’ve had this issue even before upgrading. A fresh 5.5 Lyra install did not have this problem. Basically, when my dead zones are set below 27% (the default value i…

---

## [How to create a drag and drop button using CommonUI? (C++)](https://forums.unrealengine.com/t/how-to-create-a-drag-and-drop-button-using-commonui-c/1826521)

<div class="topic-metadata">

**Author:** [@MittzyZea](https://forums.unrealengine.com/u/MittzyZea)\
**Replies:** 2\
**Last updated:** [May 1, 2026, 3:07pm UTC](https://forums.unrealengine.com/t/how-to-create-a-drag-and-drop-button-using-commonui-c/1826521 "2026-05-01T15:07:14Z")

</div>

I’m using CommonUI with C++, but I’m having trouble figuring out how to get a UCommonButtonBase to work with drag and drop operations. With a normal UButton, I’d just override NativeOnMouseButtonDown and use DetectDragIf…

---

## [GetValue function in the InputAction.h changed](https://forums.unrealengine.com/t/getvalue-function-in-the-inputaction-h-changed/2276740)

<div class="topic-metadata">

**Author:** [@NathMrx](https://forums.unrealengine.com/u/NathMrx)\
**Replies:** 1\
**Last updated:** [April 25, 2026, 11:00am UTC](https://forums.unrealengine.com/t/getvalue-function-in-the-inputaction-h-changed/2276740 "2026-04-25T11:00:35Z")

</div>

I just discovered that the GetValue function in the InputAction.h file changed in the 5.5 version for some reason, it returns 0 if the trigger event is different than Triggered which was not the case. Does someone know w…

---

## [Hide the mouse cursor in a UMG menu when a gamepad is used](https://forums.unrealengine.com/t/hide-the-mouse-cursor-in-a-umg-menu-when-a-gamepad-is-used/384029)

<div class="topic-metadata">

**Author:** [@Fjellgnu](https://forums.unrealengine.com/u/Fjellgnu)\
**Replies:** 6\
**Last updated:** [April 8, 2026, 9:10am UTC](https://forums.unrealengine.com/t/hide-the-mouse-cursor-in-a-umg-menu-when-a-gamepad-is-used/384029 "2026-04-08T09:10:13Z")

</div>

I have menu system created in UMG. It allows mouse, keyboard and gamepad inputs. The thing is, I would like the mouse cursor to disappear when a gamepad is in use. To me it seems logical to test a keypress and check if t…

---

## [How to stop flushing input in ue5](https://forums.unrealengine.com/t/how-to-stop-flushing-input-in-ue5/2711929)

<div class="topic-metadata">

**Author:** [@kivikovich](https://forums.unrealengine.com/u/kivikovich)\
**Replies:** 0\
**Last updated:** [April 6, 2026, 8:00pm UTC](https://forums.unrealengine.com/t/how-to-stop-flushing-input-in-ue5/2711929 "2026-04-06T20:00:16Z")

</div>

When i restart the level ,My character doesn’t move cause I need to repress the key for it to trigger ,I’m using enhanced input action , and checking if the key is down seems to work only if it was retriggered . I nee…

---

## [\[Bug\] Enhanced Input - Get node has wrong / delayed values](https://forums.unrealengine.com/t/bug-enhanced-input-get-node-has-wrong-delayed-values/2707069)

<div class="topic-metadata">

**Author:** [@BOBtheROSS](https://forums.unrealengine.com/u/BOBtheROSS)\
**Replies:** 0\
**Last updated:** [March 18, 2026, 4:19pm UTC](https://forums.unrealengine.com/t/bug-enhanced-input-get-node-has-wrong-delayed-values/2707069 "2026-03-18T16:19:33Z")

</div>

Hi, I’m posting here, since I never get any response from using the Bug Submission Form linked here https://www.unrealengine.com/en-US/support/report-a-bug a minimal project setup to test with UE 5.7 InputValue\_5\_7.z…

---

## [Control UI using WASD instead of Arrow Keys?](https://forums.unrealengine.com/t/control-ui-using-wasd-instead-of-arrow-keys/456920)

<div class="topic-metadata">

**Author:** [@bulgogi\_king](https://forums.unrealengine.com/u/bulgogi_king)\
**Replies:** 5\
**Last updated:** [February 16, 2026, 4:55pm UTC](https://forums.unrealengine.com/t/control-ui-using-wasd-instead-of-arrow-keys/456920 "2026-02-16T16:55:02Z")

</div>

Hello, I’ve created a UI Menu that can be navigated with a gamepad or the keyboard arrow keys. This was done by setting the game focus to my UI widget. However, because my game uses WASD to move, I feel like it would be…

---

## [Enhanced Input Action In Actor Components](https://forums.unrealengine.com/t/enhanced-input-action-in-actor-components/2699672)

<div class="topic-metadata">

**Author:** [@qudratkhan](https://forums.unrealengine.com/u/qudratkhan)\
**Replies:** 0\
**Last updated:** [February 14, 2026, 6:44am UTC](https://forums.unrealengine.com/t/enhanced-input-action-in-actor-components/2699672 "2026-02-14T06:44:13Z")

</div>

Hey! I am working on a project that uses modular gameplay components extensively. I wanted to divide related logic into separate components. For example, my BPC\_UI\_Manager component handles all the UI related logic like…

[Next page](https://forums.unrealengine.com/tag/input/227.md?match_all_tags=true&page=1&tags%5B%5D=Input)
