I think the best solutions will come from using UMG, but that is a ways off and may not solve all problems.
I’ve had a get any key input binding task sitting on my backlog for a long time which I think it could be used to more or less accomplish what you’re asking for here. I may see about spending a few hours some time before 4.3 and see if I can wire such a thing up, but no promises
That would be awesome indeed! I’m trying to incorporate text input in my game.
I’m leaning towards learning how to do it in c++ but if you could do it in blueprints that would be great!