As tip says, the other game engine or system API’s has their way to consume input event (e.g cocos2d-x onTouchBegin, Android system API onTouchEvent, they are both do return a bool to control input dispatch).
So, How to consume input by a condition when the event is happening? not from very begining, and it’s not likely control it via bBlockInput & bConsumeInput.
I forgot one thing! I want to know it for use on bindkey ( not axis or action ). (e.g InputComponent->KeyBindings.Add( KB ); )
similar question here: [https://answers.unrealengine.com/questions/41500/optionally-consuming-input-events.html]