GameProcessedEvent always true for DPadLeft and DPadRight

local function inputBegan(inputObject, gameProcessedEvent)
	if inputObject.UserInputType == Enum.UserInputType.Gamepad1 then
		print("Keycode: ", inputObject.KeyCode, " GameProcessedEvent: ", gameProcessedEvent)
	end
end

game:GetService("UserInputService").InputBegan:Connect(inputBegan)

When using a gamepad, GameProcessedEvent is always true for DPadLeft and DPadRight.

The other inputs which pass gameProcessedEvent as true (ButtonA, ButtonR3) have obvious functions (Jump, FirstPerson), but DPadLeft and DPad right have no apparent core function, so it would be expected that it does not pass gameProcessedEvent as true.

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Hi, Yeah they are for an obscure feature that alters the zoom speed multiplier, so I wouldn’t say it’s a bug–
Just use your own bindings as I’m sure very few people use/know about this feature.

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This is still currently an ‘issue’. Will this issue ever be addressed or is a hacky solution the only solution?
Is there a way to perhaps disable those binds that change the zoom multiplier?

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