UserInput.WindowFocusReleased and UserInputState not detecting release on clicking explorer in studio

Hello, I’m Arethuxia

I don’t really know if this is a bug or not, but I tried to use UserInput.WindowFocusReleased or UserInputState.Cancel to detect my blocking mechanic when suddenly I came into a problem where those UserInput.WindowFocusReleased or UserInputState.Cancel can’t detect someone who clicked the explorer in studio.

As u can see in the image [ 10:22:26.815 Window focus released, forcing block to end. (x7) - Client - CombatInput:93 ] this would run if I click any other elements in studio but when I clicked the explorer it wouldn’t run and break my script.

As u can see in the video the UserInput.WindowFocusReleased or UserInputState.Cancel will detect it if I click everything else except the explorer and after that it broke my script because the UserInputState stuck.

Expected behavior

UserInput.WindowFocusReleased or UserInputState.Cancel should detect when users clicked explorer’s child in studio

I have the following code and it seems to work fine:

game:GetService("UserInputService").WindowFocused:Connect(function()
	print("focused")
end)

game:GetService("UserInputService").WindowFocusReleased:Connect(function()
	print("focus release")
end)

Can you provide a code sample that does not work?