I’ve been looking on tutorials on how I could have some sort of an “OnKeyDown” event which gets fired each time I press a key. I want to make a textbox like thing in my game, I have the player controller and I use it inside my HUD to handle mouse input, but I’d like to be able to check for all the keyboard buttons, the WasInputKeyJustPressed function doesn’t work for me.
In UMG you acn bind the OnKeyDown event, and then use GetKey to figure out from the FKeyboardEvent what key was pressed.
#Full Sample Project
I have given the Community a full sample project in which I capture user input keys for use with my Dynamic Key Rebinding system
I had write several BP Nodes in C++ to get it fully working, but its all part of my victory plugin!
UE4 Forum Link:
With UMG, can I also dynamically display text? Like when using a canvas with AHUD? That would be nice to be able to do.
It seems like I wasn’t able to do it. And UMG is not nice, blueprint only, it’s bad!
My OnKeyDown or any of the input functions in UMG never get triggered. Is there something I am missing?
I have the same problem. Did you find a solution? Thanks in advance