Setup an input mode that allows only the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.
Note: This means that any bound Input events in the widget will be called.
Target is Widget Blueprint Library
Select Asset
DoNotLock
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In
Exec
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Player Controller
Player Controller Object Reference
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In Widget to Focus
Widget Object Reference
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In Mouse Lock Mode
EMouseLockMode Enum
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Hide Cursor During Capture
Boolean
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Flush Input
Boolean
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Out
Exec
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