BACK Action Widget Binding not working with keyboard input.

Summary

When Action Widget is set to back, Pressing ESC on the keyboard opens fortnite menu instead of doing desired action set by the action widget.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Create a new widget blueprint
  2. Drag action widget into the widget and select BACK as Ehnanced Input Action
  3. Create a simple verse code to register the inputs and close the menu on BACK input.
    CODE BELOW:

Is Focusable → true

Desired Focus Widget → Self

using { /Fortnite.com/Devices }
using { /Fortnite.com/UI }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/UI }
using { /Verse.org/Simulation }
using { /Verse.org/Input }
using { /Verse.org/Input/UI }

back_test_device := class(creative_device):

@editable
OpenTrigger : trigger_device = trigger_device{}

RootWidget : Widgets.Test = Widgets.Test{}

var CurrentPlayer : ?player = false

OnBegin<override>() : void =
    OpenTrigger.TriggeredEvent.Subscribe(OnTriggered)

OnTriggered(MaybeAgent : ?agent) : void =
    if (Agent := MaybeAgent?, InPlayer := player[Agent]):
        set CurrentPlayer = option{ InPlayer }
        OpenUI(InPlayer)

OpenUI(InPlayer : player) : void =
    if:
        PlayerUI := GetPlayerUI[InPlayer]
        PlayerInput := GetPlayerInput[InPlayer]
    then:
        Print("BackTest: otwieram UI")

        PlayerUI.AddWidget(RootWidget, player_ui_slot{ InputMode := ui_input_mode.All })
        PlayerInput.AddInputMapping(UI.MenuNavigationMapping)
        PlayerInput.GetInputEvents(UI.Back).BeginDetectEvent.Subscribe(OnBack)

        Print("BackTest: subskrypcja gotowa - wcisnij Escape")
    else:
        Print("BackTest: nie udalo sie pobrac UI albo Input")

CloseUI() : void =
    if:
        InPlayer := CurrentPlayer?
        PlayerUI := GetPlayerUI[InPlayer]
        PlayerInput := GetPlayerInput[InPlayer]
    then:
        PlayerUI.RemoveWidget(RootWidget)
        PlayerInput.RemoveInputMapping(UI.MenuNavigationMapping)

    set CurrentPlayer = false

OnBack(Args : tuple(player, logic)) : void =
    Print("BackTest: ZLAPANO BACK")
    CloseUI()

Expected Result

Expected: pressing Escape while the test widget is open fires OnBack, which prints BackTest: ZLAPANO BACK to the Output Log and removes the widget. Fortnite’s settings menu should not open, since the widget is added with ui_input_mode.All.

Observed Result

I’m using a custom UMG widget opened from Verse with ui_input_mode.All. Closing the menu with the UI.Back input action works fine on controller (B / Circle), but pressing Escape on keyboard never fires the action — it opens Fortnite’s settings menu instead.

Platform(s)

PC

Same here, did you find a solution?