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Input.parse_input_event releases all other pressed actions #95716

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mosquitochang opened this issue Aug 17, 2024 · 0 comments · May be fixed by #95750
Open

Input.parse_input_event releases all other pressed actions #95716

mosquitochang opened this issue Aug 17, 2024 · 0 comments · May be fixed by #95750

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@mosquitochang
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mosquitochang commented Aug 17, 2024

Tested versions

System information

Godot v4.3.stable - macOS 14.6.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (10 Threads)

Issue description

When using Input.parse_input_event to trigger an action, it releases all other pressed actions.

This issue occurs since Input.parse_input_event got fixed by #86010, but I'm not sure if it is the root cause or not.

Steps to reproduce

func _ready():
    await get_tree().create_timer(1).timeout
    Input.action_press("ui_a")
    Input.action_press("ui_b")
    Input.action_press("ui_c")
    await get_tree().create_timer(1).timeout
    var event = InputEventAction.new()
    event.action = "ui_d"
    event.pressed = true
    Input.parse_input_event(event)

In this example, we press three actions using Input.action_press, and then use Input.parse_input_event to press the fourth action. As the video shows, it released all other actions.

2024-08-17.11.02.43.mov

Using the MRP below, you can also use the keyboard to test, the "a" and "b" keys using Input.action_press, "c" and "d" keys using Input.parse_input_event.

Minimal reproduction project (MRP)

4.3-parse-input-event-bug.zip

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