I’m trying to implement a simple action menu in UMG that does not disrupt running/aiming and allows the user to choose from 10 options with their number keys 0-9.
I created a menu in UMG with a C++ subclass that listens for key strokes. Originally I showed the menu with FInputModeGameAndUI but this had the issue of showing the cursor and blocking movement.
Instead I’ve left the InputMode to Game and rerouted the keydown strokes from the playerController to the UMG menu. This works but it requires me to setup 10 functions to BindAction to for each key.
Is there an easier way to accomplish this in UMG? Some sort of ‘ListenForKeyStrokesWhenNotFocused’?