Listen for Input Action while paused?

If you are showing your pause menu with “Input mode UI only” which I had to do (forget the reason - though recommend trying to use Game and UI instead) then the only way that worked for me using the classic Input Actions was to check the input key state from the player controller on tick in the pause widget and essentially duplicate the action bindings and resume if any of them matched. I added a debounce of 0.1s from the initial pause state to prevent accidental immediate unpause.

“Resume” in first image is the normal function I invoke if the “Resume button” was ordinarily selected in the pause UI.

Note that “Gamepad Available” is a blueprint pure node I added in a utility blueprint classic that checks a bool on a derived game instance class I created to check if the controller is connected. It isn’t necessary if you aren’t supporting gamepad, and I probably do not need to check for it here as the “key” won’t be pressed if it isn’t on anyways.