Consistent UMG navigation with mouse, keyboard, or gamepad?

So I was trying to use borders instead of buttons to fix this issue I’m having, where I want to be able to, while in a menu, detect input mode as keyboard or gamepad to show the appropriate button icon

(described here: Arrow keys don't trigger any key event when input mode is set to game + ui (or just ui) - #10 by Seda145)

but it turns out that if any sort of widget is capable of being focused, as soon as it’s focused it will automatically change the game mode to UI, and disable any default UI navigation key (keyboard arrows, gamepad d-pad, etc) from triggering key input events in any blueprint, so any attempt at detecting input doesn’t work while I’m navigating a menu.

do you have any form of input method detection to change button icons in your custom ui?

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