Im already overriding NativeOnPreviewKeyDown which works fine.
If i try to do the same thing with NativeOnKeyChar it doesnt seem to fire.
header-
// catch keyboard presses before text input handles them
virtual FReply NativeOnPreviewKeyDown(const FGeometry& InGeometry, const FKeyEvent& InKeyEvent) override;
virtual FReply NativeOnKeyChar(const FGeometry& InGeometry, const FCharacterEvent& InCharEvent) override;
cpp-
FReply UCodeEditor::NativeOnPreviewKeyDown(const FGeometry& InGeometry, const FKeyEvent& InKeyEvent)
{
//return focus to game to automatically fire off commitinputtext
if (InKeyEvent.GetKey().ToString() == "LeftControl")
{
UE_LOG(LogTemp, Warning, TEXT("code editor handling left control"));
UWidgetBlueprintLibrary::SetFocusToGameViewport();
return FReply::Handled();
};
return FReply::Unhandled();
}
FReply UCodeEditor::NativeOnKeyChar(const FGeometry& InGeometry, const FCharacterEvent& InCharEvent)
{
UE_LOG(LogTemp, Warning, TEXT("from text input: %s"), InCharEvent.GetCharacter());
return FReply::Unhandled();
}