I’m using Unreal Engine 5.5.4 (Blueprint-only) with Common UI and Enhanced Input, and I’m having an input issue in my main menu.
Problem
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As soon as the Common UI root widget (WBP_StackManager) is added to the viewport:
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All keyboard input is consumed by Common UI
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Enhanced Input Actions (e.g. Keys “N”, “1”, “G” - any Key actually) stop firing completely, i cant use their signals.
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they seem to be “consumed” entirely by CommonUI Input Routing.
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Common UI inputs that were mapped for tasks (like Escape → Back handling) or (Q/E → tabbing through tabs) still work.
Setup
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Enhanced Input works fine in the gameplay world (PlayerController)
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I use a Common UI Stack Manager + Activatable Widgets for the Main Menu
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I have multiple Input Mapping Contexts (e.g. DefaultGame, GameMenu, Debug)
What I need
- I need to be able to use my custom Enhanced Input Mappings like “Debug” (or even normal control EIMappings) - so that i can still use Keys like 1, 2, N, G - for debugging purposes - but no matter what i try (adding different Mapping contexts) - nothing worked, the input never fires unless it is tightly coupled to perform a CommonUI function.
- I basically need to be able to use other Keys as well.
Question
How can I allow certain keys (e.g. anything other than what CommonUI uses) to pass through Common UI so that Enhanced Input still fires my keystrokes?
I tried using “Set Input Mode UI + Game” but it doesnt seem to do much.
This is hooked up in sequence on BeginPlay in the “GameMenuController” Blueprint
