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Thanks, but it isn't caused by windows sticky key being enabled.
Just happened again, i think you may be right Wolfyos!
It will take some work knowing some fundamentals about scripting myself, but right now the stick key problem is awful, I'd really appreciate it if the devs tasked someone with reviewing pretty much all the Camera control input scripts and add something to prevent the game from missing the fact that you're no longer holding down said input.
PS: For those who might not know, the issue is actually fairly common in some games and what seems to happen is that the frame/tick that you remove your finger from a key, the game fails to detect it in that instance and thus it thinks that input is still being held down, this cannot happen when such inputs are bound to tick rate since it would correct itself on one of the following ticks.
Basically there is probably a simple script made by the devs that instead of checking input every tick is event driven and the game waits to be told when input stops and in that one tick changes a boolean variable which controls a flow control gate that feeds into a loop, well if the game skips a frame and somehow that signal never gets counted that loop never gets closed and you have a runaway input, only solution is to press it again and hope that this time your frame doesn't get dropped.
Fixing this would require changing, to a fairly significant degree the various input scripts where this might happen, which is pretty much all over the game's code. But a good place to start would be Camera inputs since that seems to be where it happens most!
A Skeleton support crew probably wouldn't be allowed to muck around said script, so I really hope the main developers pay attention to this!
PPS: I mean, I've ran into this and fixed this in mock UE4 game projects that I've made, we paid good money for this AAA product and we still get sticky keys? The Devs had to of known of this issue throughout development as they tested every part of the game given how common this happens.