Hi Commander,
Unfamiliarity with UE4 is the main reason this took so much digging. The Viewport option did work, and I have it passing through to my custom player controller, which in turn passes through to the possessed pawn.
Thanks for the UMG suggestion. I’ll read up on it a bit, depending on how I end up putting UI with menus etc around this all, it may make way more sense to have a hidden widget that takes focus when you’re in game and passes it across to menu entries.
All the gameplay is typing based, so my only concern with using existing widgets is if I still have the granularity of getting individual key presses, there’s no need for me to store the history or a buffer, but I can just clear anything stored. I may need the timing of key presses as part of this, I’m not sure, so checking an input each tick may or may not be precise enough (I’d be surprised if it’s not, but will find out).
Cheers,
Alan.