Unable to Change Input Keys menu is stuck

Steps to Replicate

  1. Open Last Epoch from Steam
  2. Click Settings
  3. Click ‘Change Input Keys’
  4. Click Purple ‘Done’ button or the Red ‘X’ in the top-right.
    The Key binding menu doesn’t close, it stays up over top of everything else.
    I can still click things in the background.

Troubleshooting:

  • Tried restarting Last Epoch and the PC.
  • Tried going into ‘Change Input Keys’ from Main Menu and also in game (same issue)
  • Steam: Verify integrity of game files
  • I don’t have a controller connected
  • Steam: Controller - Disable Steam Input (tried off & on)
  • Tried 'Fullscreen, ‘Borderless Window’ and ‘Windowed’ modes
  • I seem to be able change other settings

Impact:

  • Unable to change key bindings
  • Unable to put it into WASD mode

I have this exact same issue. I have tried everything listed here.

I have also tried deleting the entire Registry folder for Last Epoch, removing the “AppData\LocalLow\Eleventh Hour Games\Last Epoch” directory entirely, reinstalling from scratch, nothing works.

There is a repeating error in my player.log file (%userprofile%\AppData\LocalLow\Eleventh Hour Games\Last Epoch\player.log) when I run the game and try to exit the Input Keys menu.

Uploading Crash Report
2025-05-29T00:25:41.4852797+00:00 Exception UnityEngine.PlayerPrefsException: Could not store preference value
at UnityEngine.PlayerPrefs.SetString (System.String key, System.String value) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Data.UserDataStore_PlayerPrefs.SaveControllerMap (Rewired.Player player, Rewired.ControllerMap controllerMap) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Data.UserDataStore_PlayerPrefs.SaveControllerMaps (Rewired.Player player, Rewired.PlayerSaveData playerSaveData) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Data.UserDataStore_PlayerPrefs.SavePlayerDataNow (Rewired.Player player) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Data.UserDataStore_PlayerPrefs.SaveAll () [0x00000] in <00000000000000000000000000000000>:0
at Rewired.UI.ControlMapper.ControlMapper.Close (System.Boolean save) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at Rewired.UI.ControlMapper.CustomButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0
at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[])
LE.Telemetry.ClientLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

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