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VirtualKeyboard : Sending Input to SEditableTextBox

Getting SEditableTextBox, and by extension SEditableText, to accept input pragmatically has been a challenge. More than it needs to be that's for sure. Hopefully I'm doing something wrong and it actually is straightforward. In summary, I have a class that inherits from UEditableTextBox that adds a function SendKey, which is called from a Blueprint that has a virtual keyboard displayed:

 class MYAPP_API UMyEditableTextBox : public UEditableTextBox
     void SendKey(FKey Key);
 void UMyEditableTextBox::SendKey(FKey Key)
     if (MyEditableTextBlock.IsValid())
         // Backspace
         if (Key == EKeys::BackSpace)
         else if (Key == EKeys::Left)
             //FMoveCursor Args = FMoveCursor::Cardinal(ECursorMoveGranularity::Character, FIntPoint(0, -1), ECursorAction::MoveCursor);
         else if (Key == EKeys::Right)
             //FMoveCursor Args = FMoveCursor::Cardinal(ECursorMoveGranularity::Character, FIntPoint(0, 1), ECursorAction::MoveCursor);
         else if (Key == EKeys::Tab)
         else if (Key == EKeys::Enter)
         if (!IsReadOnly)
             FString c = Key.ToString();
             if (c.Equals(FString("SpaceBar")))
                 c = " ";
             FModifierKeysState InModifierKeys;
             uint32 InUserIndex = 0;
             bool bInIsRepeat = false;
             FCharacterEvent InCharacterEvent(*(const TCHAR*)(*c), InModifierKeys, InUserIndex, bInIsRepeat);

Unfortunately the control doesn't behave as one would expect. For instance:

  1. When IsCaretMovedWhenGainFocus = false; any input directed to the control is always at the first position

  2. Likewise, when IsCaretMovedWhenGainFocus = true; input is always appended to the last position

Additionally, you may notice that I tried to directly manipulate the SEditableText control via FMoveCursor. This is remnants of another attempt I tried to pragmatically manipulate the EditableText control. This attempt required that I redo the existing SEditableTextBox class and allow for access to the member variable, which was straightforward. However, I encountered a linker error with the FMoveCursor class, something that I could not resolve.

  1. How do I resolve the FMoveCursor linker error?

Can anyone help with any of these? Does anyone have any suggestions or better ideas on how to implementation this?

Any help is appreciated.

Product Version: UE 4.11
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asked Apr 30 '16 at 12:40 AM in C++ Programming

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