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.