Right now if you're building a pause screen, inputs are still read, I believe this used to not be the case once upon a time? This change is actually quite good as its better to be able to hack to not read inputs than hack to read inputs. This means walking, jumping, and other things are still do-able, this is not particularly ideal for a menu.
How would you like it to work?
I'm not completely sure, any of my API suggestions would be pretty shit, an issue with ignoring everything I found is that controllers rely on Inputs in order to interact with game UI, so ignoring everything would mean controllers wouldn't work, so I have no clue. Maybe if we could get specific buttons without relying on the InputSystem this would be resolved? 🤷
What have you tried?
You can throw a "ignore inputs" bool into all the components that use inputs, but this kind of just sucks, especially with the default player controller where you can't just throw that in there.
What can't you do?
Right now if you're building a pause screen, inputs are still read, I believe this used to not be the case once upon a time? This change is actually quite good as its better to be able to hack to not read inputs than hack to read inputs. This means walking, jumping, and other things are still do-able, this is not particularly ideal for a menu.
How would you like it to work?
I'm not completely sure, any of my API suggestions would be pretty shit, an issue with ignoring everything I found is that controllers rely on Inputs in order to interact with game UI, so ignoring everything would mean controllers wouldn't work, so I have no clue. Maybe if we could get specific buttons without relying on the InputSystem this would be resolved? 🤷
What have you tried?
You can throw a "ignore inputs" bool into all the components that use inputs, but this kind of just sucks, especially with the default player controller where you can't just throw that in there.
Additional context
No response