So I’m using tab to open up a widget that is set to ui only because I want all inputs to control what’s in the widget and not the game, kinda like a pause menu. However, when I am in the widget, tab no longer works because the widget is set to input mode ui only. How would I go about setting up tab to properly open and close the widget?
Create a boolean variable and name it like “IsUIActive”.
When you open up the menu, you set it to true.
In your character BP, insert a branch between the input axis nodes and the movement nodes, only allowing movement if IsUIActive is false.
That would be needed for the two movement nodes, the mouse input and the jump nodes.
And dont forget to set isUIActive to false again after you close the widget.
Yep that’s exactly what I ended up having to do. I created a CanMove bool, when tab is pressed set it to true, when the widget is closed by pushing tab again, set it to false; and the CanMove bool controls the flow of logic for movement and camera controls. I also had to change my input from Set Input Mode UI Only to Set Input Mode to Game and UI.
It works, but I thought there was a work around with the UI Only input mode.