CommonUI blocks/consumes all other Enhanced Input Keystrokes?

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

  • As soon as the Common UI root widget (WBP_StackManager) is added to the viewport:

    • All keyboard input is consumed by Common UI

    • Enhanced Input Actions (e.g. Keys “N”, “1”, “G” - any Key actually) stop firing completely, i cant use their signals.

    • they seem to be “consumed” entirely by CommonUI Input Routing.

  • Common UI inputs that were mapped for tasks (like Escape → Back handling) or (Q/E → tabbing through tabs) still work.

Setup

  • Enhanced Input works fine in the gameplay world (PlayerController)

  • I use a Common UI Stack Manager + Activatable Widgets for the Main Menu

  • 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