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Pressing down a key for a widget blueprint works in PIE however, it's not functioning once the project is packaged.
Project Rar File: [Link Removed]
1. Create a new first person blueprint template
2. Create a basic widget blueprint
3. Insert text into the widget blueprint and make it visible
4. Override the 'OnKeyDown' function and recreate the following (or download the project in the description): https://answers.unrealengine.com/storage/attachments/50209-exitmenublueprint.png
5. Create a custom player controller blueprint
6. Use the controller's 'Begin Play' event to construct the widget and promote the reference to a variable
7. Add a key input event to the controller
8. Attach the key input node to a widget reference to the viewport
9. Set the controller input mode UI only with focus given to the widget reference
10. Modify the gamemode to use the new controller
11. PIE in the editor and test the key commands
12. Go to File > Package Project > Windows > Windows (64-bit)
Result: In a packaged project, the key functionality doesn't respond however, when playing in PIE, the widget responds properly.
Expected: The key functionality should function in both PIE and a packaged project.
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Editor - UI Systems |
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Affects Versions | 4.8.2 |
Created | Jul 17, 2015 |
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Resolved | Jan 17, 2017 |
Updated | Apr 27, 2018 |