Closed The-Skas closed 9 years ago
Hello there! I'll be looking into this as there currently isn't a way to deal with it.
Awesome, Im taking a look at it as well. Good luck :+1:
So the latest commit should let you pass any character (like "j" or "k") as well as specify key modifiers using the Raw Character Input node. As far as things like Escape and Tab etc. I'm still looking into a good solution
Awesome. Now I can forward keys with ease.
Im curious as to why Escape and Tab are harder to implement though.
Anyway, thanks!
The issue being in CEF there is a slight difference between character key events and just plain old key events. Fact being we can't get the key code for something like ENTER from any old blueprint. CEF Events needs the native key code
@AaronShea Hey, I think I have a good solution to the special keys issue, I'll have a pull request in a few minutes.
Closed by #35 (Testing soon)
Hey,
At the moment, the blui function KeyDown, takes a KeyEvent as Input. we can only use it if its part of a UMG class (Since it overrides the Keydown method, which already passes a KeyEvent in by default), BUT how do use it if we wan't to call inputs to it directly? (Using Any of the Keyboard nodes in Blueprint (Enter, Shift, A,Z,W,S etc..)