Action Mappings/Keyboard input in User Widgets

How can I use Action Mappings inside User Widgets? Player can open his pause menu but game itself doesn’t get paused and I would like for the player to be able to use his keyboard input inside Pause Menu too.

  • I tried setting input to UI only as well as UI&Game only with disabling players input
  • In Widget I tried Use Key/Action Mapping/Listen for Input Action

but nothing seems to work. The only way I was able to make it work was by using Event Tick with node “was input key just pressed” but I’m unable to register it to custom Action Mapping as well as this approach just seems not right.

Basically the only thing I want is to use Action Mapping inside User Widget that has focus and Players input is disabled so he can’t move in game when pause menu is opened.

Yes, input actions don’t work when game is paused.
I don’t remember who posted it, but I ended up using this: create a separate actor class called Pause Manager, and spawn it when game is paused. In actors, you can have actions execute when the game is paused; you’ll only have to set a reference to your pause menu and call the functions you need.

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Thank you!

Why would you ever do this? Widgets in UE4 / 5 natively intercept input. Re-mapping actions is another can of worms, ofc.