How to disable/re-purpose player input from a triggered event?

Is there any way to disable/re-purpose player input from a triggered event?

For example I want to disable my characters movement inputs when I interact with an object. Then I want to reuse the same input keys for other actions. Like moving up and down a ladder or moving around a vehicle. Can I do that from the blueprint of the object in question? Or would I have to set that up through the character blueprint itself?

Same problem here. I think they should add input sets which you can enable/disable separately.

So far you have to have a branch after every input event with a custom bool whether it’s activated or not.

In C++, I would typically I would expect this kind of mode change to be accomplished via separate input components, however, this is somewhat more difficult to organize in a blueprint (though not impossible). I will make note to look at adding an enabled flag to action and axis mappings and appropriate blueprint nodes to toggle whether it is enabled.