I've already looked at that, and saying the input hasn't changed really isn't true, its completely different, I've tried adapting it based on the documentation and random attempts, but I just can't get it functional, the closest I could get is this (i.e actually compile), but it stops both paddles regardless.
case sf::Event::KeyReleased: // need to figure out a way of knowing which key it was so I don't stop both paddles
if (sf::Keyboard::W || sf::Keyboard::S)
IsMoving1 = false;
if (sf::Keyboard::Up || sf::Keyboard::Down)
IsMoving2 = false;
break;
all I need is a simple, single, line of code, that I can check to see if a key has been released.