Hey there @BLAZEPunk! FlushInputs doesn’t always work, however there are a couple workarounds.
I personally like to use a stopgap measure between all input and their outputs that blocks input at all for a frame after a pause, but this is only really viable in singleplayer games.
Some other users have been able to call FlushPressedKeys() after the pause ends to stop most inputs, but it doesn’t work on axis inputs every time.