Space bar doesn't work in 4.10

The space bar isn’t triggering when pressed.

It is supposed to change the gizmo from move/rotate/scale in the editor but is isn’t working.

And I created an input for jump which is mapped to space bar and a gamepad button.
When pressing space no jump happens, but when I press the gamepad button it works.
I checked the blueprint debug and when the space bar is pressed nothing happens but the release works.
I remapped the jump input to key 9 to test and it works with press and release.

When in the editor i can press the space bar several times in a row, and it might change the gizmo. Sometimes pressed 5-10 times really fast to get it to switch once.

Has anyone else have a problem with the space bar since 4.10.1 or 4.11p1?

I use 4.10.1 and I don’t have this issue. Not sure what it is, but it seems to be something on your end…

I made some unrelated changes to the character blueprint and compile/saved the file. And now the space bar is working again.

Strange thing is it wasn’t switching the editor’s gizmo from move/rotate/scale, which isn’t related to a blueprint. But now it is working there too.

Before I posted for help I re-downloaded the source code and rebuild the editor for both 4.10 & 4.11 and the problem was still there for over a week of messing around with it. In a test, it even packaged the space bar glitch in a windows 64bit project package. Also I’m sure it wasn’t a malfunctioning keyboard because I tested it in other applications.

Crazy how it all of a sudden works again with no explanation, I guess I just had a temporary ghost in the machine.

Note: I am using the github source code release branch for both 4.10.1 and 4.11 preview 1

I have this exact issue right now and cant fix it. Any idea what else you may have done to fix it?

Same problem in 4.12 source code version.
If I set a break point in VS2015, it never breaks when I press the space bar.
For other actions, no problem.

What I’ve noticed if I capture the InputAction Jump in the blueprint, the base class method in C++ isn’t called.
If I remove the capture from the blueprint, the C++ method is called and the character is jumping.

I’m not sure how I fixed it, but I haven’t seen the problem since I posted.