Binding action to movement keys ends character movement

When the following line runs, the character stops jumping

contextAction:BindActionAtPriority("spaceUp", upAction, 0, false, Enum.KeyCode.Space)

When the key is released the function remains binded and the player can easily jump—But I don’t like the interruption. Same interruption happens with WASD with my movement BindAction. How do I fix that?

switch to UserInputService.InputBegan and UserInputService.InputEnded for better control over jumping and movement. for example

local UserInputService = game:GetService("UserInputService")

UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.Space then
        
    end
end)

UserInputService.InputEnded:Connect(function(input)
    if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.Space then

    end
end)

I’m aware I could employ this method, but I prefer using the ContextActionService as it has features that gel well with my system

Solutions that still utilize CAS are thus preferred

If no one posts a fix for this, I’m making a bug report. If this behavior is intended let me know!