We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
4317d3a
Windows 11 and Arch
InputMap.action_has_event is supposed to return true if an action has a matched event, recently it returns false when it used to return true.
I believe it might have been caused by 0e5c6e0
extends Node func _ready(): var actions = InputMap.get_action_list("test") print(InputMap.action_has_event("test", actions[0]))
InputMapBug.zip
The text was updated successfully, but these errors were encountered:
Caused by the backport of the commit you noted: #50874
Sorry, something went wrong.
Fix InputMap.action_erase_event() failing to erase events correctly.
43bc883
Fixes godotengine#52733 (3.x backport of 7104229)
9b3b390
Fixed by #52737.
c558854
155f438
No branches or pull requests
Godot version
4317d3a
System information
Windows 11 and Arch
Issue description
InputMap.action_has_event is supposed to return true if an action has a matched event, recently it returns false when it used to return true.
I believe it might have been caused by 0e5c6e0
Steps to reproduce
Minimal reproduction project
InputMapBug.zip
The text was updated successfully, but these errors were encountered: