Common UI and Input Routing - Beta

Status

None

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.