I want to disable all input in my game, so I disabled it with the following code:
InputSystem.DisableAllEnabledActions();
_inputSystemUIInputModule.enabled = false;
However, when I interact with the UI panel by holding the left or right button to navigate and then close the panel (which changes the input system mode to gameplay and disables the InputSystemUIInputModule), the canceled callback of the InputAction doesn’t trigger. When I open the UI panel again, navigation will be in a loop since the canceled callback hasn’t been triggered.
Here are the setup of my input system:
Can I trigger the canceled event of the InputAction on my own?

