[Bug] 360 Controller no input after pause

After the pause key is pressed on the keyboard in-game, then when unpausing, the game will no longer receive 360 controller input.

Hi Skylar,

Thank you for your report. I was able to reproduce this issue on our internal build and have reported it to our bug database. Please let us know if you encounter any additional issues with the controller input.

Thank you,

Alexander

Awesome. Thanks for looking into it:)

As a test, what happens if you run this function somewhere, after the strange behavior has started

//from within player controller class
if(PlayerInput) PlayerInput->FlushPressedKeys();

:slight_smile:

Rama

Still doesn’t seem to not work. Good guess though:) I’m sure once they take look at the pause code it will be an easy fix.

I actually have noticed this same thing in Blueprint and using keyboard input.

Was this ever fixed? I am in 4.10 and still have this issue while using GetInputAnalogStickState in my pause menu.