Locking Controls During Instruction Screens, Multiple Screens (UE 4-27)

You can also push an input component onto the player controller input stack that blocks input to things below on the stack.

Normally you can have a stack of inputs that go top to bottom until an input isn’t handled. I’m not sure how easy it is to do it in Blueprint but it’s a few lines of code in C++.

This can be easier than using Set Input Mode UI Only since you now are able to have fully working gamepad and keyboard inputs on a special screen while the game is unaffected and unpaused.

Oh also you can pause the game.

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