android InputEvent possible bug

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:bust_in_silhouette: Asked By Squatnet
:warning: Old Version Published before Godot 3 was released.

I have been having some issues with InputEvent when exporting to android.
I have instanced child scene which holds panel and 4 Buttons, I am trying to use this like on screen D-pad.
Layout
Nodes

I have used following code.

extends Container


func _on_Left_pressed():
	var ev = InputEvent()
	ev.type = InputEvent.MOUSE_BUTTON
	# set as move_left, pressed
	ev.set_as_action("ui_left", true)
	# feedback
	get_tree().input_event(ev)


func _on_Up_pressed():
	var ev = InputEvent()
	ev.type = InputEvent.SCREEN_TOUCH
	# set as move_left, pressed
	ev.set_as_action("ui_up", true)
	# feedback
	get_tree().input_event(ev)


func _on_Right_pressed():
	var ev = InputEvent()
	ev.type = InputEvent.ACTION
	# set as move_left, pressed
	ev.set_as_action("ui_right", true)
	# feedback
	get_tree().input_event(ev)
	
func _on_Down_pressed():
	var ev = InputEvent()
	ev.type = InputEvent.SCREEN_DRAG
	# set as move_left, pressed
	ev.set_as_action("ui_down", true)
	# feedback
	get_tree().input_event(ev)

All 4 buttons work on linux desktop, None work on android. Why is this?
What is the best way to make this portable from one OS to the next?
In essence i do not actually need the controller on windows or linux (or in fact any device with physical keys) so if it is possible to make work only with android mayb i can do that.

edit - Forgot to mention that i have tried with project settings > display > emulate_touchscreen both on and off
Thank you for all your great work.

edit2 - I have been further exploring the issue and using the above code for left i did actually manage to get it to recognise touch input. Sadly when i rebuilt the apk it no longer worked and hasn’t since.

Is there nobody who can help with this?

Squatnet | 2017-03-20 15:25