Great! Loving your Common UI tutorials. I recently have become stuck as I only want the D-Pad or NumKeys to control navigation in the UI... Is there a way to disable the joystick and mouse explicitly? Keep up the good work?
@@WsEKond AFAIK mouse and joystick are two separate entities, so disabling mouse will not accomplish what I asked. I should have been more generic with my question: suppose I want to explicitly disable one type of input e.g. no mouse, no joystick, how would that be done. OR, how can I explicitly only use one type of input, e.g. only accept arrow keys or d-pad within the scope of a widget?
Hm I've never tried to disable just the joystick and mouse, one quick workaround would be to create a fake input action then within your main menu stack (whichever widget you have that remains persistent throughout the entire UI) and called it something like IA_DisableInput -> add all the keys you want to disable input that input action. It's not "ideal" but I need to do some digging because I don't think common ui has the functions exposed to blueprints to allow you to change or disable specific default keys
Love the tutorials, :)
Thank you :)
Great! Loving your Common UI tutorials.
I recently have become stuck as I only want the D-Pad or NumKeys to control navigation in the UI... Is there a way to disable the joystick and mouse explicitly?
Keep up the good work?
Just add ui input only and not Show mouse
@@WsEKond AFAIK mouse and joystick are two separate entities, so disabling mouse will not accomplish what I asked. I should have been more generic with my question: suppose I want to explicitly disable one type of input e.g. no mouse, no joystick, how would that be done. OR, how can I explicitly only use one type of input, e.g. only accept arrow keys or d-pad within the scope of a widget?
Hm I've never tried to disable just the joystick and mouse, one quick workaround would be to create a fake input action then within your main menu stack (whichever widget you have that remains persistent throughout the entire UI) and called it something like IA_DisableInput -> add all the keys you want to disable input that input action. It's not "ideal" but I need to do some digging because I don't think common ui has the functions exposed to blueprints to allow you to change or disable specific default keys