Hi, I’m working on making a terminal system using blueprints, and I have tried just about everything to get the focus of the in world blueprint to capture both mouse and keyboard movements.
I have been able to get keyboard input just fine, but whenever I interact with my blueprint, it refuses to capture anything mouse related. In fact, clicking anywhere seems to remove focus alltogether.
After scrounging for days now, I have come across another post about the Recieve Hardware Input bool that exists within Widgets, and reading about it seems that it would fix my issue or at least help me make progress. But… I just can’t find it?
I am using blueprints as opposed to C++ and I assume this is a part of the issue? I don’t even know where to look and there don’t seem to be any resources on it at all.
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The moment I change from game input to game and ui. switching to UI exclusively does not fix the issue and I cannot find a way to have it stay as Game input and still capture keyboard input.
In general, I’ve followed this article How to Create A Terminal System in UE4 (80.lv) in order to set up the basic structure of the terminal, including the command parsing, but I have had to work on all of the outer workings, such as getting the camera to point at the terminal (which I likely could have done easier by just having another camera on the actor of the terminal, But the end goal is to have the player be able to look around).
Am I right in thinking that bRecieveHardwareInput is a possible solution? or should I go at it from another angle?