Currently in verse there is no way to give input to the game and the UI at the same time.
For example, if I want to use input triggers to move a player around but have the mouse cursor appear to interact with UI elements there is no current way to do this at the same time. With ui_input_mode = All the input triggers are ignored.
Currently best I can do is toggle between the two input modes below:
# `widget` input consumption mode.
ui_input_mode<native><public> := enum:
# `widget` does not consume any input.
None
# `widget` consumes all inputs
All
In Unreal Engine, users already have this ability with the below nodes:
UEFN creators need this capability to determine how to manage player input for their specific game.
In a similar vein we need the ability to deproject 2d space into world space so that the mouse cursor can directly interaction with objects in the world. A function for this already exists in UE:
Without these capabilities it prevents lots of different games from being developed like strategy games where there is lots of interactions between the World and the UI.

