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:
-
Character:
BP_FirstPersonCharacterwith an attached Widget Interaction Component (Interaction Source: Mouse). -
Monitor:
BP_Monitorwith a Widget Component (Collision: UI, Receive Hardware Input: Disabled). -
Browser Widget:
WBP_Browsercontaining the input field as a TextBox.
Browser Opening Logic (in WBP_Desktop):
-
Clicking the browser icon.
-
Create Widget(WBP_Browser). -
Add Child to Canvas(to add WBP_Browser inside WBP_Desktop). -
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!

