Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Input Availability: StateTree Tools 2.0+
Calls Unreal’s Set Input Mode Game And UI function on a bound APlayerController. Use this when both the game and the UI need to receive input simultaneously — for example, a heads-up overlay that accepts clicks without blocking game controls.
Bind this to the APlayerController you want to set input mode on. If not bound or invalid the task fails.
Bind this to the widget that should receive focus when the input mode is applied. Leave unbound to apply the mode without explicitly focusing a widget.
Controls how the mouse cursor is locked to the viewport. Default: Do Not Lock.
| Value | Behaviour |
|---|---|
| Do Not Lock | Cursor moves freely |
| Lock On Capture | Locked only while a mouse button is held |
| Lock Always | Always locked to the viewport |
| Lock In Fullscreen | Locked only when the application is fullscreen |
When enabled, the cursor is hidden while the mouse is temporarily captured (e.g. during a mouse-down drag). Default: on.
When enabled, flushes any pending input events immediately after switching modes. Default: off.
By default the mode is set when the state is entered. You can also set it on exit, with separate toggles for which exit reasons trigger the call (Stopped, Succeeded, or Failed). See Enter / Exit Firing for a full explanation.
If Player Controller is invalid the task will fail. You can control whether a failure causes the task to return Failed or Succeeded using the Error Means Failure option.