The mouse is handled by the OS, and Unreal naturally listens to the mouse (on PC at least though XBox and PlayStation do have mouse support, and I am not entirely sure how that is interpreted)
it is up to your program if something interacts with the mouse.
this might be a case of “are you asking the right question?”
I am guessing that you are designing the game to be able to switch between Keyboard+Mouse and Gamepad, and would like to have contextual interaction based on if either a gamepad is detected or if the most recent input was from the gamepad.
Which would mean the most effective search/title would be “How can I detect what the current input method is?”
if you are using Engine version 5.3 or later you can use “Input Device Subsystem” which is exposed to blueprints. Detect input device - #5 by yourboypavs which you can use to override the mouse state and runes for your program.
another method is to have separate input Action functions/events for Keyboad+mouse and Gamepad which set some state variable when their first action is to override mouse state, and change runes.