Please share the code where you use these inputs. It’s impossible to tell whether your problem is with the input map or your code unless we see the code.
Pressing CTRL + Q does also press Q, so Godot will register both events. As a default it’s nice since we can add shift to sprint without breaking all other inputs.
You can check if an action is exactly pressed in your input function using the third optional argument of is_action_pressed
I end up with the following code: rotate_input_direction = Input.get_action_strength(“Rotate Right”, true) - Input.get_action_strength(“Rotate Left”, true)