Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Deactivate Player Controller while displaying menu?

Hello and good day!

I have an annoying little problem, and I believe there's a really easy way to fix it. I've created a very simple main menu with UMG containing two buttons: Start Game and Quit Game. Looks like this: alt text

The main menu itself is its own level, and the Start Game button loads the game's first real level, while the Quit Game button simply quits the game. Looks like this in the blueprint graph: alt text

Inside Level Blueprint, it looks like this: alt text

Now, both of these buttons function correctly. The problem is:

1) When playing in editor, if I click outside of the buttons it activates the Player Controller, which means it's suddenly possible to move around in the level while the menu exists - and when this happens it's not possible to get back to the menu to click the buttons.

2) When playing as a standalone game, the menu is visible, but not functioning. Which means I can walk around in the level, but not click the menu buttons.

Therefore, guess I need to know how to deactivate the Player Controller as long as the menu is visible.

Product Version: Not Selected
more ▼

asked Dec 05 '14 at 11:02 AM in Blueprint Scripting

avatar image

26 2 6 9

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first


You can set the input mode to be game only, UI only, or both. Check out the section, Set Input Mode and Show Cursor in the documentation here:


Hope that helps!

more ▼

answered Dec 05 '14 at 11:09 PM

avatar image Gravitus Jan 28 '18 at 05:08 AM

Is there a way to do this without setting input to UI only?

If I set input mode to UI only, whatever key I was holding down stays held down (i.e. if I was walking, I continue walking).

avatar image Šneek Jan 28 '18 at 01:38 PM

You could add a bool variable something like bCanPlayerMove and set it to false in beginplay in the main menu level and in your main level set it to true. Then you can just branch in your character bp and only allow movement if its true (assuming you've got your main menu as a separate level like the initial post).

avatar image Myscelus Jan 28 '18 at 03:12 PM

You can do this by setting to Game and UI. It turns it into something like World of Warcraft style controls if you set it up right.

(comments are locked)
10|2000 characters needed characters left

the thing i did is just to do that every tick it sets the mouse to on screen. but i guess that's not the best way to do it.

mosue-tick.png (31.5 kB)
more ▼

answered Feb 07 '19 at 01:58 AM

avatar image


(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question