Quick answer: Unreal Enhanced Input Swizzle modifier reordering YXZ instead of XYZ? Modifier order is array-based - put Swizzle before Dead Zone, not after.

WASD movement mapped via Enhanced Input. Forward/back is reversed in build but correct in PIE - and the swizzle works backwards.

Reorder the modifier array

Modifiers apply top-to-bottom. Swizzle should run before scalar transforms (Dead Zone, Negate). Otherwise the deadzone is applied on the pre-swizzle axis.

Verify with the input debugger

ShowDebug EnhancedInput. Each modifier's input and output is visible per-frame; a wrong axis ordering shows up immediately.

Audit per-platform

If gamepad swizzle differs from keyboard, you've added a platform-specific modifier in the wrong array slot. Standardize the order across all input mappings for the action.

“Enhanced Input is a pipeline. Stages have order.”

Build your modifier stack into a reusable UInputModifier subclass. Easier to apply consistently than re-ordering the array on every action.