[Bug] Input Action Mappings randomly failing in v4.4

There is something seriously wrong with the Input Action Mappings in Unreal 4.4. I have tearing my hair out for the last 2 days; I just can’t figure out what the issue is.

So I had a project in 4.2.1, which I upgraded to 4.4 after it released. I had created an action mapping called PropsInteract, and bound the “X”, the “Gamepad Face Left” and the “Left Mouse” buttons to it. I then took this mapping, and used it to trigger interactions on various props in the level. All was fine in 4.2.1. After I upgraded to 4.4, however, this action mapping failed to fire in the blueprints. After a little frustration, I decided to delete all the action mappings and build new ones. This seemed to do the trick, everything started firing as expected. Awesome. So I packaged the demo and sent it across and when the receivers opened it, the action mappings weren’t working anymore. When I checked back in the editor, the ■■■■ thing wasn’t working. Stumped, I tried a rinse and repeat of the process. It worked. And then when I finally applied it back to all the props, it stopped working again.

At this point I am pretty much ready to accept any solution that works. Is this a bug? Or is this something else?

This is a very odd issue. Could you post some screenshots of your blueprint setup for the Action Inputs and how they are interact with the other assets?

If you would like, you could just Private Message me a link to download the project so we can troubleshoot the issue easier.

Ok so after spending some more time debugging the whole thing (and more importantly, calming down), here’s what I found out.
All my props, but one, are deriving from a blueprint interface with a function called Interact. All of them were being handled in the level blueprint like so:

Now I had another prop, a switch, of which I would have a whole number of instances in the world. Therefore, genius that I am, I put the PropsInteract call inside the switch’s blueprint, instead of making it via the Interface, as I had done for the others. This PropsInteract would fire if the player was inside the trigger box of the switch.

This, apparently, blocked out the rest of the calls to the PropsInteract in the level blueprint. I removed that one PropsInteract in the switch’s blueprint, and it started behaving as it should. The switch blueprint for reference:

So sorry for the scare, I guess that’s what deadlines do to you sometimes. But my question is why would the call inside the switch blueprint block the calls in the level blueprint?

Oh okay. So what was happening, when you added the Input into the Switch bp it took priority over all of the other inputs. There is a way to change that priority, but it may not pertain to your situation since you are using your inputs through an interface.

Lets say you weren’t using an interface and all of you blueprints had their own inputs inside of them. You can click on the Input node, look in the Details panel. You will see a checkbox called ‘ConsumeInput’. This allows you to have multiple instances of the same bp and interact with them one at a time. If this was disabled you could trigger one switch and it would trigger them all. I believe that this priority system is what caused your issue.

I’m glad you got it working. Don’t worry about it, deadlines can do that to us all. :slight_smile:

Good luck with the rest of you project.

TJ