add_set_input_mode_node
Adds a Set Input Mode node to a Blueprint to route player input between game, UI, or both, enabling pause menus and interactive UI screens.
Instructions
Add a Set Input Mode node to control where player input goes.
From Ch. 15: Controls whether input goes to the game, UI, or both. Essential for pause menus and interactive UI screens.
Input modes:
"GameOnly": Input handled only by game (no UI interaction)
"UIOnly": Input handled only by UI (game inputs blocked)
"GameAndUI": Both game and UI handle input (most flexible)
Example from the book: Show Win/Pause menu -> SetInputModeUIOnly, Resume game -> SetInputModeGameOnly
Args: blueprint_name: Blueprint to add the node to input_mode: "GameOnly", "UIOnly", or "GameAndUI" mouse_lock_mode: "DoNotLock", "LockOnCapture", "LockAlways", "LockInFullscreen" flush_input: Clear all pending input when mode changes node_position: [X, Y] graph position
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_set_input_mode_node(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| input_mode | No | GameAndUI | |
| flush_input | No | ||
| node_position | No | ||
| blueprint_name | Yes | ||
| mouse_lock_mode | No | DoNotLock |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |