AreCapsLocked(); not exposed to Blueprints
Building a game using Blueprints but also learning C++ at the same time. Can anybody tell me how to expose AreCapsLocked to Blueprint? It really important for my game to be able to know the current state of the Caps Lock, especially since it could be turned on before the player starts the game.
asked Jan 09 '18 at 02:10 AM in C++ Programming
In order to get the current state of the Caps Lock, the AreCapsLocked() method has to be called through the current application instance. Although this instance is platform specific, Unreal Engine gives you the necessary API to check the Caps Lock state in a generic and cross-platform way. However, you would have to do a little bit of work to properly expose this method to Blueprints. Here's a step by step guide on how to make this a static BlueprintPure node that can be accessed from any blueprint:
There you go! Compile your code, go to any blueprint and type "CapsLock". You should now be able to see and get this node.
Hope this helps.
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