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:
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