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UMG and Input Updates

New desktop (Threadripper 3990X) is setup and working great for Unreal Engine.

I noticed UMG keyboard input had some kludge behavior such as losing focus, so I migrated from using Key On Down helper to using Action Mappings for more of this.  Though it’s still using conditionals (switch) in blueprints to manage submenus.

There’s still some stuff in turn menu bp’s on key down – quest message, item use popup, VR controller, gamepad.  Probably I will migrate that next…

I’m surprised how much code I ended up doing for for input and UMG.  Such as branching submenus.  We want to use something from a tutorial or marketplace in terms of options menus and input remapping to expand this and reduce the amount of input and UMG code.

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