Here's the other world with a visual example that I talked about. This bug is caused due the screen values/variables not being updated when changing/opening new dialogues. In this case, you can see the bug happening even in survival:
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Just a reminder that the custom resource pack just help to visualize better the values not being updated, this unintendeed behavior also happens on the vanilla game without any packs, as showcased on the first world/example and the bug description.
Also, I used only NPCs Entities to showcase the bug on the worlds, but using dialogue files of behavior packs also causes the same issues with the exact same unintendeed behavior
Duplicated of MCPE-152291
(Same bug, explained on a different way)
Hello, was requested, I made a world showcasing the unintendeed behavior / bug, there's some NPCs explaining the behavior and other NPCs to test the bug by yourself. I Also included a example of a temporally manual workaround for that (with downsides) while this bug isn't fixed:
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I'll create another world to show a better explanation of the variables/screen values not being updated, using a resource pack to help to visualise it (like on the video example). When done I'll publish it here too.
After some tests I can confirm that. Apparently the screen content is updated but some screen values aren't, so the buttons tries to fire an action that aren't avaliable anymore.
This also affect things with UI editing, like dynamic-sized components, for example using a "fill" sized element to match a parent element size. The content is updated, but the "fill" value for the updated screen are still from the old screen.
As a workaround, it's possible to make the screen close before opening another (for example using tags on buttons and then the command to open another on the on_exit action based on the tag). This can prevent both UI editing values not being updated and unresponsive buttons during gameplay
Here, I used a custom screen on the video to show an example of the variables/values not being updated when triggering a new screen without closing the previous
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This bug was fixed on the most recent beta (1.18.20.23)
As Josef said, made some tests and I can confirm that apparently this bug is fixed in the newest launcher update.
Not only worlds and player position, but it also happens with other game features, like multiplayer server list. I think that's related to the way that the new launcher works when launching the game or managing the storage access.
In the new Microsoft Store launcher, every launcher profile change that I made, launcher settings and also logged session dodn't save too. Currently I'm using the old launcher to play without these problems
I have three monitors and the middle one is ultra wide. I have attached some more example screenshots of the behavior.
[media][media]In Bedrock that don't happen, wich mean that's not an intendeed feature, and when keeping the game window on a perfect square shape, we can see how it was supposed to look like without the weird stretching.