[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(EditAnywhere, BlueprintReadOnly, Category=Input, Meta=(ExposeOnSpawn=true))
int32 InputPriority
This is the priority for the TriggeringInputAction. The first, HIGHEST PRIORITY widget will handle the input action, and no other widgets will be considered. Additionally, no inputs with a priority below the current ActivatablePanel's Input Priority value will even be considered!