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How to write down lower-case letters (Solved)

I'd like to allow players to write down lower-case letters in a EditableText 3D widget (UMG) but I have no idea how to do it. Using the following method only allows upper-case letters:

alt text

Any ideas? Thanks

Product Version: UE 4.16
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asked Jul 05 '17 at 03:30 PM in Blueprint Scripting

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JavierRamello
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If you want to send specific characters use SendKeyChar.

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answered Jul 05 '17 at 03:48 PM

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Nick Darnell ♦♦ STAFF
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avatar image JavierRamello Jul 05 '17 at 03:53 PM

Thanks for answering Nick. I don't want to send specific charactes but any character. What I need to do is a simple editable text box where players can write something with the keyboard. If I use SendKeyChar I would need to know first what character will result after releasing a key (including accent symbols in any language). Is there an easier way?

avatar image Nick Darnell ♦♦ STAFF Jul 05 '17 at 03:58 PM

Keys are not the same thing as characters. If you need to distinguish between an upper case character, and a lower case character you can not simply transmit the key, you must determine the proper character code to send as well.

avatar image JavierRamello Jul 05 '17 at 04:05 PM

Maybe I took this in a completely wrong way. Is there any simple way to allow players to write down some text (with upper-case, lower-case, accents, etc) into a 3d widget text box using their keyboards? If not, is there any way to get the character code?

My problem is very simple. I have a VR game with a login form. I need players to write there their username and passwords with their keyboards (not virtual keyboards)

avatar image Nick Darnell ♦♦ STAFF Jul 05 '17 at 04:13 PM

If you need IME and other complex character input, then you need the information directly from the platform e.g. WM_CHAR, the simple Any Key event from the player input system has long since lost that data.

The only way to do what you want is to put direct hardware focus on that text field, and not use the WIC so that it gets the real Slate events from the platform containing the true hardware state along with whatever additional information was translated from the platform.

avatar image JavierRamello Jul 05 '17 at 04:32 PM

You are right, it works if I set keyboard focus to that text field. Could you tell me if there is any way to get a text field widget under the cursor when clicking? At most I managed to get the widget object which contains the text box by using the "GetHoveredWidgetComponent" node, but the text field itself is not reachable. Thanks in advance

avatar image Nick Darnell ♦♦ STAFF Jul 05 '17 at 04:35 PM

Just set bReceiveHardwareInput to true, unless this is for VR or some other location where stealing input focus wouldn't be cool, there's no reason to use the WIC.

avatar image JavierRamello Jul 05 '17 at 04:45 PM

OMG!! I can't believe it was so easy. Thanks a lot Nick!

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