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A key input event under an action changes into a keycode event that's incorrectly labeled after canceling an edit and editing it again or editing a different event/action.
Steps to reproduce
Add a keyboard input event to an Input Map action in Project Settings. (Any key event is fine, as long as it's one that has a corresponding keycode.)
Click the button to edit the event, then click Cancel.
Edit the event again (without changing anything) and click OK. (Or edit any other event, or add a new event, or add a new action, or delete an event, or delete an action...)
Observe that the event now says "[key] or [key] (Physical) or [key] (Unicode)", and uses a keycode (even if it previously used a physical key or key label).
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Tested versions
v4.2.1.stable.official [b09f793]
System information
Godot v4.2.1.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4080 Laptop GPU (NVIDIA; 31.0.15.4633) - AMD Ryzen 9 7940HS w/ Radeon 780M Graphics (16 Threads)
Issue description
A key input event under an action changes into a keycode event that's incorrectly labeled after canceling an edit and editing it again or editing a different event/action.
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: