UE5.5 | Keyboard Input Issue with 3D Widget (Widget Component) using Widget Interaction Component

Hello everyone,

I am a beginner in Unreal Engine 5.5 and I am currently building an interactive 3D computer system within my game. The system uses a Widget Component on a 3D monitor model, which displays my main widget, WBP_Desktop. The player interacts with this system using a Widget Interaction Component (WIC) attached to the character.

The Problem:
I cannot get the TextBox within my application widget, WBP_Browser, to accept keyboard input when the browser is open. The cursor (blinking caret) appears, but pressing keys does not result in any text input.

My Setup:

  1. Character: BP_FirstPersonCharacter with an attached Widget Interaction Component (Interaction Source: Mouse).

  2. Monitor: BP_Monitor with a Widget Component (Collision: UI, Receive Hardware Input: Disabled).

  3. Browser Widget: WBP_Browser containing the input field as a TextBox.

Browser Opening Logic (in WBP_Desktop):

  1. Clicking the browser icon.

  2. Create Widget (WBP_Browser).

  3. Add Child to Canvas (to add WBP_Browser inside WBP_Desktop).

  4. Calling a Custom Event to attempt to set focus.

Crucial Observation (but not a solution):
If I use the Add to Viewport node instead of Add Child to Canvas, keyboard input works. However, this creates a 2D overlay that breaks the immersive 3D feel I am aiming for.

The Question:
How can I force the Widget Interaction Component to pass keyboard input to the TextBox of the 3D widget, allowing me to type without breaking the 3D space? I suspect there might be a specific setting in the Widget Interaction Component or Player Controller that I am missing.

Thank you in advance for any guidance!