xlar8or
(xlar8or)
1
Hey there, if you check the definition of that function in UUserWidget you’ll notice that is not virtual so you can’t really override it.
UFUNCTION(BlueprintImplementableEvent, BlueprintCosmetic, Category="Input")
FEventReply OnKeyDown(FGeometry MyGeometry, FKeyEvent InKeyEvent);
I am able to handle keyboard input in my menu using blueprint, but when I try to transfert my logic to c++, my game wont compile.
Here is the function in my header :
public:
UFUNCTION()
FEventReply OnKeyDown(FGeometry MyGeometry, FKeyEvent InKeyEvent);
here is the implementation:
FEventReply UInGameMenu::OnKeyDown(FGeometry MyGeometry, FKeyEvent InKeyEvent)
{
UE_LOG(LogTemp, Warning, TEXT("Hello :)"))
return FEventReply(true);
}
I get a linker error without much details on compilation. Am I using it wrong?
1 Like
So how would I go about handling keydown event?
In blueprint you override the onkeydown event.
xlar8or
(xlar8or)
4
You override:
virtual FReply NativeOnKeyDown( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent );