By “reasons” (given bellow) I need to create a interactable, working in game keyboard (possibly mouse as well later) that the user can “use” in game when they get close (distance check etc not an issue).
The keyboard should go over to a input state, and capture all keyboard input special keys etc typed. The issue I am having is that the user should be able to leave said input mode. This is hard if all keys are processed by the keyboard.
First I was considering using the mouse as the “eject” when you press both buttons. But then I realized that the mouse is needed to flip switches to reset the computer, toggle outputs, and what ever else I might realize.
What I am after is a good way to capture all input, preferably without having to set up all input in the editor or write a blueprint with a key by key up/down event.
This will go into a virtual terminal, where it’s stored processed and presented on a (umg) screen.
Essentially a text editor for now.
What would be the best way to actually capture and store input, so it will not interfere with other input interactions, don’t want the player jumping etc each time i input a “space” into the terminal.
I am considering a keyboard controller and fetch input trough that. Or if there is another way to intercept and block input that I am not aware of?
A important note is that there should be the possiblity to have multiple logic keyboards in the scene later since the computer might need input as well.
Probably going to move any knowledge gained over to code once i have a feeling for it.
Essentially, what I am making is a keyboard that can receive and buffer key input, this will later be pushed to or pulled by a logical device.
First the storage actor, and later the data will be processed by the computer actor and displayed on the screen actor
I just want the in game code editor to be a complete standalone actor for now.
Any reflections ideas, considerations on this?