I know Enhanced Input is not exactly a new topic here, but I can’t find a definitive answer anywhere. I figure that maybe because IAs are are data assets now instead of the old Input Actions Events they may be able to be be used by different objects and widgets.
Right now, the inventory UI I am working on has 5 tabs, and each tab has the same generic functions, scroll a menu, select an item etc. With enhanced input or by some other means, would I be able to trigger my scrolling events and functions on the active tab with a single IA such as IA_LeftStickScrollMenu, instead of IA_WeaponsScrollMenu, IA_ItemsScrollMenu and IA_SelectItem instead of IA_WeaponsSelectItem, IA_ItemsSelectItem etc. etc…
Before, you suggest migrating the inputs to the parent object, that doesn’t really make a lot of sense to me at the moment, because the left stick controls a weapon wheel on one tab, increments and decrements a vertical menu on another, navigates a 2d grid on another, like wise the right stick does the same, and each tab has multiple ui elements.
Is the answer here to set up a control context for each tab, can I just disable inputs on the non-active widgets some how so input events don’t cancel each other out, or just create a ridiculous amount of separate IAs?