Toggle On/Off inventory input key (E) gets disabled along with the character movement input when I open the inventory


I’m uploading a ss of the logic for my blueprints.
The title is pretty much self-explanatory, input for key “E” gets disabled along with all the character’s movement input keys when I open the Inventory.

I do intend to disable moving around while at inventory, but E being disabled as well has been annoying me and I can’t seem to find a fix.

How can I get around this? Is there a better way to do this?

PD: “E” Input key is inside IMC_Default, the default input mapping context for projects.

Use “Set Input Mode Game and UI” instead of “Set Input Mode UI Only”. If you want to prevent the player from moving when the inventory is open, the best approach would be to make one Input Mapping Context for gameplay, and one for UI. Remove the gameplay MC with “Remove Mapping Context”, then add the UI one with “Add Mapping Context”. Reverse the process when you close the inventory.

(Logic previous to set options is unchanged)

I’ve tried this. It indeed solves the issue of moving around with the inventory and you can toggle it On/Off fine, but now i cant interact with the inventory widget.

Any ideas why?

Odd… In “Input Mode Game and UI”, you should be able to move your cursor around and interact with UI elements while still letting the player controller process input. If you add a button to your widget and hover over it, does it highlight? Try checking “flush input” on the Set Input Mode nodes, replace the cast nodes with “Get Player Controller”, and replace the “Remove Mapping Context” nodes with “Clear All Mappings”.