Status
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Activatable widgets change which Enhanced Input modes are active as they come and go, so input routing follows the UI state instead of being managed alongside it.
A project chooses which editor keybinds still pass through while a session is playing, and the player controller can keep receiving input while the game is in menu mode. Console commands manage input type locks, and Blueprints can read why a widget received focus. An optional dedicated input thread for gamepads is available, off by default.