want Lobby global input process

I am currently using Unreal Engine 5.6 and creating a Navigation UI for a lobby.

I am trying to create an input system to handle inputs globally across the lobby (e.g., Enter - ChatToggle, F1 - Lobby, F2 - Inventory, etc.).

Initially, I used the PreviewKeyDown function on the navigation widget, but it stopped working as intended when other widgets stole the focus.

I also followed the instructions in this document:

https://dev.epicgames.com/documentation/en-us/unreal-engine/using-commonui-with-enhnaced-input-in-unreal-engine?application_version=5.6

However, the event is not being called even though I registered the Input Action (IA) in the Blueprint (BP). I tried adding the context to the Input Mappings on the widget and also used ‘Enhanced Input Local Player Subsystem’ → AddMappingContext, but neither worked.

What should I check?

My steps:

Created IA_ToggleChat and added metadata.

Created IMC_Lobby and bound IA_ToggleChat to the Enter key on the keyboard.

Added a Data Asset (CommonInputActionDomain) and changed the Input Mode to Menu.

Added IMC_Lobby to the Input Mappings under the widget’s Input settings.

Added the asset from step 3 to the Action Domain Overrides under the widget’s Input settings.

Added Widget ‘EnhancedInputAction IA_ToggleChat’ Node

After further testing, I found that the input event is only called when the input mode is set to "Set input mode to game-only." However, I want it to be called when in UI mode.