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UMG: GetKey missing in OnAnalogValueChanged

Hi Epic Team,

I'd like to report what seems to me like an issue, but might also be some design decision I wasn't able to look through yet.

I have a UMG widget which is controllable by gamepad. For this, I need the OnAnalogValueChanged function. I used the GetKey node as well (which I dragged out of the InAnalogInputEvent) to check which analog stick was used.

When I created the widget, I worked on 4.8. Since I switched to 4.9, however, the GetKey node is gone. This is a problem, as I have no idea how to check on the used analog stick now and the widget is part of a marketplace submission which has already been scheduled for release by your team.

Could you help me out here with some information? Is this a bug, or maybe the GetKey node can be found somewhere else now?

You can easily reproduce my issue by creating a new widget in any blank project and comparing the OnAnalogValueChanged functions of 4.8 and 4.9.

Thanks in advance!

Cheers, Jonas

GetKeyMissing

Product Version: UE 4.9
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getkeyerror.png (59.2 kB)
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asked Oct 30 '15 at 08:21 PM in Bug Reports

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Artax
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Hello Artax,

I was able to reproduce this issue on our end. I have written up a report (UE-22849) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

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answered Nov 02 '15 at 04:36 PM

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Rudy Q ♦♦ STAFF
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avatar image Artax Nov 02 '15 at 05:25 PM

Thanks, Rudy!

Do you, by any chance, have a workaround for me? On how to get the information which analog stick is pressed at the moment?

avatar image Rudy Q ♦♦ STAFF Nov 02 '15 at 05:30 PM

Hello Artax,

You could use the On Key Down override to find out with analog stick is being used. You could then use the value that is given in the On analog value changed to do what you need in the on key down override.

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