Hi, (cc @Rene-Damm ) Okay, this post was a lot longer but I seemed to have found a pattern to the issue. If you have a Press and Release InputAction (member, not asset): press the key disable the InputAction release the key enable the InputAction The next press of that key doesn't fire the InputAction::started event (presumably because it's being held in some sort of buffer of pressed buttons). NOTE: in my use case the disable happens when the player dies and then enables on respawn, can't really change that flow. This is obviously some sort of overlooked situation/bug but is there a function to reset all inputs or something in the mean time? Thanks! EDIT: Reported issue on GitHub: https://github.com/Unity-Technologies/InputSystem/issues/261