GameProcessedEvent for InputAction?

Hey, I’m wondering if I’m able to use GameProcessedEvent for InputAction’s? I can’t find anything on it anywhere but I’m probably just a bit blind.

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There is no indicator of input event overlap from a higher binding. If a higher binding did sink the input, the InputAction wouldn’t fire at all. You can see this in the hub article for InputActions, where the camera shift lock control hogs the shift key from an InputAction.

Normally you don’t have to worry about inputs being overlapped. If you need some contexts to not sink inputs, I might be able to help if you show what the setup looks like.

I’m a bit confused. I couldn’t find the article you were talking about, all it mentioned was that it disabled the shift lock option in settings.

I’m trying to make it so i can’t use my attack input while in the escape menu (left click), because right now it’s still triggering.

That sucks. Unfortunately this is a bug. You may want to submit a bug report. In the meantime, you can disable the input contexts when the menu is opened and enable it when it’s closed.

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ah that’s annoying. Alright well thanks for helping out. Thanks for the tip too :+1:

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