(How To:)Logical in game keyboard?

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?

Hello,
There may be better answers in editor settings or in key settings, or in c++ or with input files (or by the power of Rama ^^) but as you ask in blueprint section, i’ll do a possible reply with blueprint. I had to check recently and it seems that with blueprint, you need to set each key. You can easily use a global variable to dedicate each key to one or another action and all set keys will do the right action when variable is set. But i’ve seen, as i was looking on that, that there is a variable key events and key and mouse events, which in array may be usefull. I haven’t test it but i wonder if it could be possible to set keys in this array and with something like is pressed, find the index and do the right event. Once again it would a each key need to be set for all actions needed. Those are only ideas i would try in your situation. In hope that helps.

Edit : I have just remember the true power of Rama ^^ : [Full Project] Rama's UMG Rebindable Key System, Rebind keys at Runtime! - Community Content, Tools and Tutorials - Unreal Engine Forums!

Yes you are probably right that it’s easier to handle this trough c++.
But I could still handle it trough a specific controller making sure the right keyboard receives the right data.
I will dig in to ramas post later today when I get home as well. :slight_smile:

I see the birth of APlayerKeyboardInputController.