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UserWidget OnKeyDown C++

I am able to handle keyboard input in my menu using blueprint, but when I try to transfert my logic to c++, my game wont compile.

Here is the function in my header :

 public:
     UFUNCTION()
     FEventReply OnKeyDown(FGeometry MyGeometry, FKeyEvent InKeyEvent);

here is the implementation:

 FEventReply UInGameMenu::OnKeyDown(FGeometry MyGeometry, FKeyEvent InKeyEvent)
 {
   UE_LOG(LogTemp, Warning, TEXT("Hello :)"))
   
   return FEventReply(true);
 }

I get a linker error without much details on compilation. Am I using it wrong?

Product Version: UE 4.18
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asked Jan 11 '18 at 07:34 PM in C++ Programming

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TonioBanderas
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Hey there, if you check the definition of that function in UUserWidget you'll notice that is not virtual so you can't really override it.

 UFUNCTION(BlueprintImplementableEvent, BlueprintCosmetic, Category="Input")
 FEventReply OnKeyDown(FGeometry MyGeometry, FKeyEvent InKeyEvent);
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answered Jan 11 '18 at 07:39 PM

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xlar8or
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avatar image TonioBanderas Jan 11 '18 at 07:41 PM

So how would I go about handling keydown event? In blueprint you override the onkeydown event.

avatar image xlar8or Jan 12 '18 at 09:55 AM

You override:

 virtual FReply NativeOnKeyDown( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent );
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