Typing into a 3D widget

Have you tried an Enable Input node off of Begin Play in your BP?

Hi

I am trying to let the player type into an editable text field on a 3d widget.
My character has a WidgetInteraction component but it does not enable typing into the textbox. Is this a bug or am i missing something here?

I’ve tried every single 3D widget interaction tutorial out there but for some reason mine doesn’t work.
I have set up in my character BP to use a key in lieu of mouse clicks.

http://i.imgur.com/f94mVdr.png

for debugging I’ve place a button on my widget that does a print but I still cant click this button.

http://i.imgur.com/4vXf2rC.png

this is my widget interaction component on my character

http://i.imgur.com/64YhHuo.png

lastly here is the detail panel of the editable text I want to type in

http://i.imgur.com/8N5jtDG.png

Not sure exactly how I did it but if I remember correctly I had to enable mouse over and click events either in my player controller or my pawn I think it was the player controller then in the widget I had a button around my text box when I clicked on the button it would set the keyboard focus to the text box then I was able to type and I think I set the text box is enabled to false by default because it was sometimes not letting me click the button the only problem I had after that is the text was a little grayed out because is enabled was false but yea hope this helps

Makes sense but I do have click events enabled. The widgets detect hovering fine, its just clicking them doesn’t do anything.

that’s what the button that sets keyboard focus to the text box is for no matter how I seam to set it up the text box wouldn’t allow me to type then I came across a post a while back that described how to set keyboard focus and that seamed to fix the problem and all the enable game and UI stuff never worked for me all it is, is a button with a text box as a child disable the text box so when there are words in there you can click the button (unless the button and text box are separate like a widget switcher or just someplace else) then on clicked for the button take the text box drag off of it and set keyboard focus

There’s the problem I’m running into. None of the widget buttons are intractable.

in one of my screens it shows just a button that should print a string after using but it doesnt. It cant get any simpler than that.

Scratch that, I found the source of what was wrong
Apparently only my left mouse button will actually count as a click.

I had to replace my USE action key mapping which was E with the left mouse button and then I could actually click on my widgets.

http://i.imgur.com/2lKnt17.png

However this is not how I want to go about using my 3d widgets. I still want to use E. Is there no other way?

I see you set the text to a binding haven’t tried it that way but so you can see this is what I did and it works perfectly fine

we start here in my player controller off the begin play

203055-events.png

Next in my character pawn the mapping is the E key and the left mouse button the Pointer key nodes are for when the E key is pressed

203056-interaction.png

settings on the widget interaction component

203057-component.png

then the widget itself the change Modify ID Name is the text box component

203058-keyboard.png

and last how to get keyboard control back

203059-returncontrol.png

all that’s left is that the text box is a child of the button called Change Name Button it doesn’t have to be though it was just easier for me the only problem with that is you have to set “is enabled” to false on the text box component or you wont be able to click on the button through the text box you can click around the text box and still hit the button just not through it

the result

what ever I click left mouse button or the E key interacts with the widget and allows me to type

also tried uploading a video to show you but couldn’t figure out how all of the file types I tried were not supported :stuck_out_tongue:

Well I figured out the rest of it. I forgot I was using Input USE for my line trace world interaction and that was overriding everything else. If I set it to something else not being used such as H it works.

Problem is this means that I cant use line trace and widget interaction for the same thing.

Players should not have to switch between using 2 different use keys based on widget or actor interaction.

Hey appreciate the effort to help, I’ve posted my semi-resolution above.