# Multiple pause key events getting called from 2 widgets ???

**URL:** <https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038>\
**Category:** Blueprint\
**Tags:** key, unreal-engine, menu, function, pause, Blueprint, question\
**Created:** [November 15, 2023, 11:35am UTC](https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038 "2023-11-15T11:35:17Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Sumant\_Bag\_1992](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumant_bag_1992/32/1102404_2.png) [@Sumant\_Bag\_1992](https://forums.unrealengine.com/u/Sumant_Bag_1992)\
**Post date:** [November 15, 2023, 11:35am UTC](https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038/1 "2023-11-15T11:35:17Z")

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Following this tutorial : [How To Create A Pause Menu | New And Improved - Unreal Engine 4 Tutorial](https://www.youtube.com/watch?v=Bck480UHKq8)

While going back from the options menu using the p button (escape button), the complete pause menu system disappears, and the key event in the options menu widget is called every time one presses the p button afterward. I’m using the following for the back button inside the options widget:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/d/e/3de408963dc956aa25a976d3412a461f9a9586d3.png)

Process flow diagram required :

 ![Untitled](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/a/1/da141db07aad2d5e952fa8c4862f3943c6de7812.jpeg)

Following the above-mentioned tutorial, can someone please help me solve this problem ???

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [November 15, 2023, 11:51am UTC](https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038/2 "2023-11-15T11:51:56Z")

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Like this maybe:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/4/d/64dfdbcb97b352e2e0421ced0bd931c4a44767cc.png)

Since you Remove / Add to the viewport / parent, the Construct Event will fire.

* * *

Do note that that EI comes with priority settings and its own input consumption options. Might be an overkill in this very scenario but could be useful in more complex ones.

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<div class="post-metadata">

**Author:** ![Sumant\_Bag\_1992](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumant_bag_1992/32/1102404_2.png) [@Sumant\_Bag\_1992](https://forums.unrealengine.com/u/Sumant_Bag_1992)\
**Post date:** [November 15, 2023, 12:53pm UTC](https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038/3 "2023-11-15T12:53:00Z")

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> [@Everynone](#):
>
> Since you Remove / Add to the viewport / parent, the Construct Event will fire.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/9/5/695e14ab1877b039779446418b71314552107c11.png)  
Changing the do once with a branch and condition solved my problem…

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<div class="post-metadata">

**Author:** ![Sumant\_Bag\_1992](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sumant_bag_1992/32/1102404_2.png) [@Sumant\_Bag\_1992](https://forums.unrealengine.com/u/Sumant_Bag_1992)\
**Post date:** [November 15, 2023, 12:54pm UTC](https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038/4 "2023-11-15T12:54:42Z")

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thank you…

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [December 15, 2023, 12:54pm UTC](https://forums.unrealengine.com/t/multiple-pause-key-events-getting-called-from-2-widgets/1392038/5 "2023-12-15T12:54:47Z")

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