Why are there two types of contexts in a widget?
When your cursor clicks on a layout the context is of that widget.
When your cursor clicks on an inputtext the context is keyboard.
Fixing this has cost me your time. I would like to understand why the heck the Widget has two contexts?
When really in any web language and the UMG interface (which is 95% the same as android views, with some nuances), they all have a delegate or listener to know where you are without having to do:
(This is for when you press a key like “Enter”)
UMG UE5 Menu (Set input mode Game and Ui or Set input mode Game Only) - 2 contexts:
When in an InputText (clicked or focus doesn’t matter):
1 - manually override onKeyDown/up or preview/Down (Context input keyboard)When in a layout (clicked or focus is indifferent) :
2 - manually add another keyboard press (bareback) in the event graph itself (context layout).
UMG UE5 Menu (Set input mode Ui) - 1 context:
When in an InputText (clicked or focus doesn’t matter):
1 - manually override onKeyDown/up or preview/Down (Context input keyboard)Does not work pressing the button with the keyboard outside the input text. So no matter how hard you push, it won’t get called, since the context only resides in the InputText. Once you are in the InputText it works. If you are out, it stops working.
I don’t understand what makes it so special that the Unreal Engine UMG doesn’t even have the simple delegates with the correct contexts.
What a mess they have.
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How it should work: According to the standards:
If I have a button (with a form)
- Even if I am inside the InputText or outside the InputText when I press Enter it should activate the button
If I have a button (without a form)
- Even if I am inside the InputText or outside the InputText when I press Enter it should activate the button through Blueprint (With only one context, not with multiple contexts)
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If someone from development can answer me it would be a favor.
Note I’m going to bump this until I get a clear answer.