Get AnyKey node in a Widget?

The “Any Key” node for detecting any key (I need it for binding keys) does not exist in a blueprint widget. It exists for actors though. How are we supposed to catch it in a widget?

i don’t think we can directly implement input from a keyboard, you would have to call the widget functions from the controller/actor

As ppchavan001 mentioned, the Player Controller’s AnyKey is not something you can use with the widget directly. You can have a widget catch a dispatched event from the PC, sure - that works well.

Alternatively, you can have the input handled directly in the widget like so: