RealDocs

APlayerController::SetInputMode (Game And UI)

function Engine Blueprint Since 4.5
#include "GameFramework/PlayerController.h"
Access: public

Description

Hybrid input mode where both game input and UMG widget input are active simultaneously. Useful for in-world inventory screens, minimap overlays, or radial menus that coexist with live gameplay. The cursor is typically shown; game input continues unless a widget captures it.

Signature

void SetInputMode(FInputModeGameAndUI InData)

Parameters

Name Type Description Default
InData FInputModeGameAndUI Input mode struct; configure widget focus and mouse lock behavior.

Return Type

void

Caveats & Gotchas

  • A widget consuming a mouse click will prevent the game from receiving it — be mindful of input event consumers.
  • Use `SetHideCursorDuringCapture(false)` on the struct to keep the cursor visible while the viewport captures mouse input.

Example

Show an inventory overlay during gameplay C++
FInputModeGameAndUI Mode;
Mode.SetWidgetToFocus(InventoryWidget->TakeWidget());
Mode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
Mode.SetHideCursorDuringCapture(false);
PC->SetInputMode(Mode);
PC->SetShowMouseCursor(true);

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable
5.0 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.