# Enhanced Input plugin \> yes or no?

**URL:** <https://forums.unrealengine.com/t/enhanced-input-plugin-yes-or-no/759916>\
**Category:** C++\
**Tags:** Input, unreal-engine, editor, slate, feedback, CPP, Blueprint, question\
**Created:** [January 30, 2023, 4:56pm UTC](https://forums.unrealengine.com/t/enhanced-input-plugin-yes-or-no/759916 "2023-01-30T16:56:35Z")\
**Posts on this page:** 1\
**Showing post:** 26

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [February 1, 2023, 4:56pm UTC](https://forums.unrealengine.com/t/enhanced-input-plugin-yes-or-no/759916/26 "2023-02-01T16:56:40Z")

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With the old system (no Enhanced Input and no CommonUI) I ran into odd behavior using the slate navigation keys (arrow keys and tab), such as tab keys going to a path you can’t return from, arrow keys not navigating into a direction or not detecting a widget in a direction:

> [Widget navigation (arrow keys) unreliable? - #14 by Tuerer](https://forums.unrealengine.com/t/widget-navigation-arrow-keys-unreliable/581135/14)

Are there improvements on this with Enhanced Input or CommonUI, or any plugin at all?

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