[Request] Give us more options for widget input locking

We currently have 2 options for widget input locking the InputMode of a widget, All or None.

# `widget` input consumption mode.
ui_input_mode<native><public> := enum:
    # `widget` does not consume any input.
    None
    # `widget` consumes all inputs
    All

This means that:

  • You have full/standard control of your character (None), but you cannot navigate the widget with your mouse/controller
  • You have zero control of your character (All), but you can use your mouse/controller to navigate the widget.

We need at least a third type that is somewhere in the middle. This control scheme already exists in the game when you press Tab to open your Inventory or interact with the Weapon Mod Bench.

Custom input with an Input Trigger passes through when you have the Inventory or Weapon Mod Bench UI opened, but it does not pass through when you have ui_input_mode.None set on a widget. This limits the flexibility of creating custom experiences. Here are a couple examples of where it is limiting:

  • pressing an input key to close the UI.
  • pressing an input key to trigger UI behavior