I am currently trying to make a menu similar to dark souls - where you navigate it using the D-Pad whilst the analog stick still controls your character. Currently it ‘works’ except moving the character also moves the current focused widget button. I am wondering if there is a way to stop the UMG widget from using any input from the analog sticks.
When I use this it makes the analog stop for the character. Is there a way to make it do the opposite? I just want the the character to move with the analog stick and the widget UI to be controlled with only the dpad.
I’ve recently wanted to do similar to the OP. It seems the intended way to accomplish this is deriving a struct from FNavigationConfig and registering it with the FSlateApplication using FSlateApplication::SetNavigationConfig. This approach allowed me to easily modify gamepad navigation behavior at runtime.
The solution mentioned by @jbl4ir essentially works.
Here’s how I’ve done it - I created a function that accesses the NavigationConfig from FSlateApplication, and setts the bAnalogNavigation to true/false.