Input Actions in the Game menu using "Set Input Mode UI Only"

Im making the game menus (inventory, pause, equipment) and I was working with two “Input Mapping Contex”, one for Gameplay and the other one for the UI navigation.

When i load a menu, i add the UI Mapping Context with a higer priority, and then i use the node “Set Input Mode UI Only” attached to the menu i just load. The problem when i do this, is that the Maping Context start being ignored. I dont know if its necesaary use “Mode UI Only” and i really dont understand what it does

I use a “Set Input Mode Game and UI” instead the “UI Only”, and that allowedme to use the Input Mapping designed for the UI, but honestly, i dont know if thats a solution, and if that allow me to controll all the menus with my keyboard and mouse.

You need to set ovveride input functionality. In the BP for the widget, on the functions tab, there’s a little drop down box that says override. Click here and find “on key down” I believe it is called. In this function, pull of the pin, call get key, run an == check for desired input, and executing desired functionality. On the return node you have to also enter a “handled” node to the input.

The problem I see with this is that it won’t work with the greater IA system - If I open the menu with both, let’s say Tab and R3 on a controller, then I can’t close it using R3, just the key I defined. Is there any way around that?

It should work, on construct of the widget make sure your setting input mode to UI, this way it won’t call other functionality assigned to those keys. You’d want to run a check if the input key is tab or R3 , then call remove from parent. Then on event destruct return input mode to game