# Common UI and Input Routing - Beta 

**URL:** <https://forums.unrealengine.com/t/common-ui-and-input-routing-beta/2852865>\
**Category:** Roadmap\
**Tags:** unreal-engine\
**Created:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/common-ui-and-input-routing-beta/2852865 "2026-11-09T14:49:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ThomasC\_Epic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thomasc_epic/32/1203341_2.png) [@ThomasC\_Epic](https://forums.unrealengine.com/u/ThomasC_Epic)\
**Post date:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/common-ui-and-input-routing-beta/2852865/1 "2026-11-09T14:49:44Z")

</div>

### **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.
