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QTE Action (Single Keypress) – Wrong Button Fails not triggered

edited August 2025 in Technical Q&A

Hello,

When using the Action: Input – QTE with QTE Type = Single Keypress and Wrong Button Fails? enabled, the QTE correctly fails for unrelated inputs. However, if the Positive Button is set to the same key as **InteractionA **button (as defined in AC’s Input settings), pressing it does not register as a wrong button, and the QTE does not fail.

Reproduction Steps:

Create an ActionList with an Action: Input – QTE.

Set QTE Type to Single Keypress.

Assign the Positive Button to an input (e.g., Jump).

Enable Wrong Button Fails?.

In the AC Input Manager, ensure **InteractionA **button is assigned to the same key as the QTE’s Positive Button.

During gameplay, press the key assigned to InteractionA when it is not the required QTE button.

Comments

  • Thanks for the details. What's your AC version? I'll attempt a recreation.

  • Latest AC version 1.84.3
    Using Unity 6000.027f1

  • Hi Chris, did you manage to recreate it ?

  • I did, apologies for the delay.

    In PlayerQTE.cs, replace line 353:

    else if (wrongKeyFails && KickStarter.playerInput.InputAnyKeyDown () && KickStarter.playerInput.GetMouseState () == MouseState.Normal)
    

    with:

    else if (wrongKeyFails && KickStarter.playerInput.InputAnyKeyDown ())
    
  • edited August 16

    Hello,
    I am having the same issue with Unity 6.3 and AC 1.86.4.

    • I created two Active Inputs - Izquierda (A) and Derecha (D).
    • Then I created a cutscene to run the QTE after interacting with the hotspot. Image
    • The cutscene works like this. So it is AADD. When the right combination of keys is pressed, it works perfectly; however, pressing the wrong key doesn't interrupt the interaction. The only way to fail is after a certain amount of time has passed. As you can see the Wrong button fails? checkbox is checked.

    I am also having this error message in the console which I don´t understand because the inputs work perfectly (except when it comes to failing in the QTE) and I added the AC integration with the new Unity Input system, which drove me a little crazy to be honest.

    Thanks.

  • Recreated, thanks for the details. I will look into a fix.

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