Quick answer: Add the contexts with distinct priorities via AddMappingContext, and toggle the consume-input flag so the intended context wins the key at any moment.
When opening a UI context kills a gameplay key (or vice versa), two mapping contexts are fighting over the same input. Ordering them by priority fixes it. Here is how.
How to fix it
1. Set explicit priorities
Call Subsystem->AddMappingContext(MenuIMC, 1) with a higher integer than the gameplay context. The higher priority context resolves the key first and can block the others.
2. Control consume behavior
On the conflicting key mapping decide whether it consumes the input. If the menu context consumes a shared key, gameplay never receives it even at lower priority, which is usually what you want during a menu.
3. Remove contexts you no longer need
When closing the menu call RemoveMappingContext(MenuIMC) rather than leaving it stacked. Orphaned contexts keep intercepting keys long after the UI is gone.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.