Closed
Description
Tested versions
- Reproducable in 4.2, 4.2.1-rc1
- Not reproducable in 4.1.3
System information
macOS
Issue description
Input.parse_input_event
and/or Input.flush_buffered_events
not working as expected (or at least as previous)
Steps to reproduce
Create empty project, 2D scene, drag godot icon into scene to act as a Sprite2D node and add script:
extends Sprite2D
func _ready():
setup_inputmap()
press_left(true)
func _process(delta):
var velocity = Vector2()
if Input.is_action_pressed("left"):
velocity.x -= 1
velocity = velocity.normalized() * 200
position += velocity * delta
func press_left(pressed: bool):
var input_event = InputEventAction.new()
input_event.action = "left"
input_event.pressed = pressed
Input.parse_input_event(input_event)
Input.flush_buffered_events()
func setup_inputmap():
var action_name = "left"
InputMap.add_action(action_name)
var event_key = InputEventKey.new()
event_key.keycode = KEY_A
InputMap.action_add_event(action_name, event_key)
In 4.1 the sprite will move left
In 4.2 the sprite will not move
Minimal reproduction project (MRP)
(attached is same as described in steps to reproduce)
playground2.zip
Metadata
Metadata
Assignees
Type
Projects
Status
Very Bad