X box face button released not working

Hi all

Please HELP!

X box controller face buttons Released event don’t fire but the Pressed events do fire, I tested the two shoulder buttons they fire both events Pressed & Released.

	UFUNCTION()
	void AButtonPressed();
	UFUNCTION()
	void AButtonReleased();
	UFUNCTION()
	void BButtonPressed();
	UFUNCTION()
	void BButtonReleased();

///////////

// Called to bind functionality to input
void ASaidPawnBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) //class 
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
//	check(PlayerInputComponent);

	if (PlayerInputComponent)
	{		
		//
		PlayerInputComponent->BindAction("LeftShoulderButton", IE_Pressed, this, &ASaidPawnBase::LeftShoulderPressed);
		PlayerInputComponent->BindAction("LeftShoulderButton", IE_Released, this, &ASaidPawnBase::LeftShoulderReleased);
		//
		PlayerInputComponent->BindAction("RightShoulderButton", IE_Pressed, this, &ASaidPawnBase::RightShoulderPressed);
		PlayerInputComponent->BindAction("RightShoulderButton", IE_Released, this, &ASaidPawnBase::RightShoulderReleased);


		//every-frame handling for axes
		PlayerInputComponent->BindAxis("LeftAnalogUpDown", this, &ASaidPawnBase::LeftAnalogUpDown);
		PlayerInputComponent->BindAxis("LeftAnalogLeftRight", this, &ASaidPawnBase::LeftAnalogLeftRight);
		//
		PlayerInputComponent->BindAxis("RightAnalogUpDown", this, &ASaidPawnBase::RightAnalogUpDown);
		PlayerInputComponent->BindAxis("RightAnalogLeftRight", this, &ASaidPawnBase::RightAnalogLeftRight);
		//
		PlayerInputComponent->BindAxis("LeftTrigger", this, &ASaidPawnBase::LeftTrigger);
		PlayerInputComponent->BindAxis("RightTrigger", this, &ASaidPawnBase::RightTrigger);

		//
		PlayerInputComponent->BindAction("AButton", IE_Pressed, this, &ASaidPawnBase::AButtonPressed);
		PlayerInputComponent->BindAction("AButtom", IE_Released, this, &ASaidPawnBase::AButtonReleased);
		//
		PlayerInputComponent->BindAction("BButton", IE_Pressed, this, &ASaidPawnBase::BButtonPressed);
		PlayerInputComponent->BindAction("BButtom", IE_Released, this, &ASaidPawnBase::BButtonReleased);
		//
		PlayerInputComponent->BindAction("YButton", IE_Pressed, this, &ASaidPawnBase::YButtonPressed);
		PlayerInputComponent->BindAction("YButtom", IE_Released, this, &ASaidPawnBase::YButtonReleased);
		//
		PlayerInputComponent->BindAction("XButton", IE_Pressed, this, &ASaidPawnBase::XButtonPressed);
		PlayerInputComponent->BindAction("XButtom", IE_Released, this, &ASaidPawnBase::XButtonReleased);
	}
}

void ASaidPawnBase::AButtonPressed(void)
{	
	//CurrentSpeed += 300.f;
}

void ASaidPawnBase::AButtonReleased(void)
{
	if (PrintToStringPlus.IsBound())
	{
		PrintToStringPlus.Broadcast("AReleased : ", CurrentRotation);
	}
}

void ASaidPawnBase::BButtonPressed(void)
{
	if (PrintToStringPlus.IsBound())
	{
		PrintToStringPlus.Broadcast("BPressed : ", CurrentRotation);
	}
}

void ASaidPawnBase::BButtonReleased(void)
{
	//CurrentSpeed -= 300.f;
	if (PrintToStringPlus.IsBound())
	{
		PrintToStringPlus.Broadcast("BReleased : ", CurrentRotation);
	}
}

So if the shoulder buttons Released do fire but not the face buttons then my code should be right, there is probably a setting some where I’m missing. Oh and they do work in BP’s

Thanks in Advance.
GARTH

update if I swap IE_Pressed and IE_Release on any of the buttons the Released works and Pressed stops working.
please help.

Me Stupid!

“YButton” works but “YButtom” does not sorry for wasting you all’s time.

These old eyes

Thanks