That cases are real thoughts and actually valid / good advice. Since without control of things/systems can get out of control, after all. It’s simply a professional approach however for some low risk scenarios and games can be done easy way. It’s good to inform community about the things can go wrong.
Proper way would be hashing where you send the message, type of message and handshake, allow list, word & character whitelist, spam timer, behaviour status etc. Since this is a player input, we don’t know what can be written so we have to take care of those. As some one that worked on AAA level chat/voicechat/multiplatform communications systems in hyper competetive games, I can easy tell that this is something that every dev should be carefull of.
So when it comes to your question. You want to shortcut this as short as possible. Not sure why message inside the game though if its not a chat. However:
1- You can simply launch url with a webform and handle messages on the web. You can pass client id etc or request some stuff. You can always change website easy way and its built for that.
2- Eneable HTTP Blueprint plugin default
You can setup discord bot I guess and webhook to send messages there or a webserver (can be on your local too ) where you handle the httprequests and dispatch them again (forward) if necessary
This method is also can be used to cron job check if an url has an update (from dev to user and dispatch those) However these are not for complex communication systems.
For sending simple message from player to devs. To discord webhook or an event in game triggering this and sending message to dev via this is fine.
Whatever your use case is, you can make a ui for it, message, coordinate whatever information you need, press send and it runs the plugin http request in behind. Not sure if its async or sync so use with caution and you can have some telemetry too about players if use cases involve tests too.
As delighter
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