Input Mapping Context and Trigger Input in WB

Hello !

How can I make the Blueprint Widget (WB) receive an Input Mapping Context designed for the UI?

Currently, from the player, when “P” is clicked, the game pauses, the bp widget appears on the screen and this code sequence is executed.


This allows me to have a context mapping specially designed for the UI.

I want my WB to execute this line of code when I press the button associated with Input Action “Back”, which is the “Backspace” key. This line of code allows me to return to the main menu of my pause menu. Unfortunately, the WB doesn’t detect any input.

I absolutely want to keep the input mapping context so that the player can rebind his keys. What to do?

Thank you very much for your time

Hey @Speed60580! Welcome back!

Have you tried setting the input of “Back” to any other keys besides Backspace?
Does backspace have another use that may be consuming it?

Do a little testing and let us know! We need to narrow things down if we want to find the culprit here! :slight_smile:

Thanks, I feel like an idiot ^^'. I put the backspace entry in the wrong Input Action on the IMC. Thanks for your quick reply and for finding out what it is.

your WB wont receive Back because the UI mapping context priority / Input Mode is wrong — add the UI IMC to the EnhancedInputLocalPlayerSubsystem with higher priority when the pause widget shows and set Input Mode Game And UI (or UI Only) with Show Mouse Cursor, then the Backspace mapping will fire to the widget. remove the context when you pop the menu.

for rebinding that action later, advanced enhanced input key remapping Advanced Enhanced Input Key Remapping / Binding / Profiles / Local & Cloud Save. | Fab exposes it via RebindingWidgetBase so you can let players remap Back without rebuilding UserSettings plumbing.