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Undo bug fix of RemoveActionMap which was correct and filed bug was As Designed
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Packages/com.unity.inputsystem/CHANGELOG.md

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@@ -37,7 +37,6 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed an issue where assigning a ``MonoBehaviour` field of type `InputActionReference` to an instance stored in `.inputactions` asset via `InputActionReference.Set` in playmode corrupts the originally referenced asset. (ISXB-1692).
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- Fixed an issue where `InputActionReference.Create(null)` returns `null` instead "of a reference object to the given action" as documented behaviour for the API. (ISXB-1693)
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- Fixed an issue where `InputActtionReference.Set(null)` does not update the cached input action reference nor the `ScriptableObject.name` leading to incorrect action being returned and reference showing up as the path to the previously assigned action in Inspector. (ISXB-1694)
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- Fixed an issue where `InputActionSetupExtension.RemoveActionMap` doesn't remove actions within the map, leaving them with stale references back to the map if accessing map from action. (ISXB-1699)
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- Fixed an issue where Inspector field of type `InputActionReference` isn't reflecting broken reference in case action is deleted from asset, action map is deleted from asset, or the asset itself is deleted. (ISXB-1701)
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## [1.14.2] - 2025-08-05

Packages/com.unity.inputsystem/InputSystem/Actions/InputActionSetupExtensions.cs

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@@ -104,13 +104,6 @@ public static void RemoveActionMap(this InputActionAsset asset, InputActionMap m
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if (map.m_Asset != asset)
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return;
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// First remove all actions from map (They become "singleton actions" or may get collected if not referenced).
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if (map.m_Actions != null)
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{
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for (var i = map.m_Actions.Length - 1; i >= 0; --i)
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RemoveAction(map.m_Actions[i]);
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}
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ArrayHelpers.Erase(ref asset.m_ActionMaps, map);
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map.m_Asset = null;
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asset.OnSetupChanged();

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