Resetting Input State between Swapping Mapping Contexts, possible?

Is there a way to reset enhanced input, ie. I have my player press E to open a terminal UI which disables player world mapping context and enables the player UI mapping context, but the terminal also has E bound to a function within it, so what ends up happening is that the terminal opens then the E bound action happens at nearly the same time.

What I’m doing is delaying the enabling of the UI mapping context so that the input goes stale before it can register as an actual input, I don’t like this.

What I would like is to reset the input state before enabling the UI mapping context. Is this possible in blueprint (preferably) or C++ (can make it work)?