Creating Virtual Keyboard Interactions

Demonstrates how you can create and interaction with a 3D Virtual Keyboard with UMG.


If you are looking to create a 3D keypad or virtual keyboard that allows a player to enter specified characters, you can do so with a combination of the Widget Interaction component and Widget components. The Widget Interaction component will help facilitate which "buttons" are clicked on and processes sending the characters through to a Widget component in an Actor that will handle the display.

In this how-to, we create a keypad that can be interacted with in and provides entries to a text box.

At the end of this guide, you will have a keypad and display that appears inside the 3D game world and can be interacted with.

One important aspect in setting this up will be to determine the Widgets that are (or are not) focusable. If the Text Box that displays the characters the player enters is set to focusable and the buttons that the player clicks on to send characters through is also focusable, the Text Box would lose player focus when a button (or any other widget) is clicked on and not receive the commands issued.

The first step, however, is to set up our character with the Widget Interaction component and create the assets to display our UI.

1 - Character Setup

  1. Inside the Content/FirstPersonBP/Blueprints folder, open the FirstPersonCharacter Blueprint.

  2. Add a WidgetInteraction component attached to the Sphere then zero out the Location and Show Debug in the Details panel.


    Our Widget Interaction component will now point in the direction that player points the gun indicated in-game by a debug marker.

  3. In the Graph, add a Right Mouse Button Event and drag in the Widget Interaction Component.

  4. Off Widget Interaction add Press Pointer Key and Release Pointer Key both set to Left Mouse Button and connect as shown.


    Widgets respond to mouse/touch interaction via Left Mouse Button click or touch controls and we can simulate that using the Press Pointer Key function. In our example we use the Right Mouse Button to simulate a Left Mouse Button click, however, you could use a gamepad button press or even Motion Controller Trigger press to fire off the Press Pointer Key function.

  5. In the Content Browser create two Class Blueprints based on Actor and two Widget Blueprints.


    For the two Actor Blueprints, call one Keypad (to represent the keypad entry) and the other KeypadDisplay (to represent and display the values entered from the Keypad). For the Widget Blueprints use the same names as the Actor Blueprints, however, to distinguish them, suffix them with WB (for Widget Blueprint).

Section Result

Our project is ready to go and our character can interact with Widgets in the world, next we'll set up our interactive Widgets.

2 - Widget Blueprint Setup

In this step, we create the layout of our interactive UI Widgets and script what happens when clicking a button.

  1. Open the KeypadDisplayWB and replace the Canvas Panel in the Hierarchy with a TextBox wrapped with a Size Box.


  2. For the Size Box, set to Desired on Screen and override the Width and Height to 100x50.


  3. For the Text Box, set Hint Text to 1212 and adjust the Font Size to 28.


    For example, the player must use the keypad to enter the text 1212 to signal a successful entry but you could use any value you wish.

  4. Open the KeypadWB and set the Hierarchy up to create 3 Buttons with the text 0, 1 and 2 on them as shown below.


    You may also want to press F2 on each of the Buttons in the Hierarchy to change their names to reflect which button they are.

  5. Add a second Horizontal Box containing two Buttons with text on them, one set to Del the other set to Ent.


    Our keypad will only have three numerical buttons and two others for deleting (Del) or committing (Ent) entries.

  6. Hold Ctrl and select each of your Buttons, then set the Is Focusable option to False for each.


    In order for our setup to work, we need to ensure that no other widgets we interact with will take focus away from the Keypad Display widget. If we left these set to true, when we go to click on a button, focus will be taken away from the Keypad Display and shifted to the button preventing us from passing the key press and value over to the Keypad Display.

  7. On the Graph, add OnClicked Events for each of the Buttons.


  8. Create two Variables, a String type called CharToSend and a WidgetInteractionComponent called WidgetInteraction.


  9. Hold Alt and drag in CharToSend and connect to the OnClicked Events then set the variable value as shown.


  10. Hold Ctrl and drag in WidgetInteraction then off it Send Key Char and connect CharToSend and the OnClicked Events.


    We use the Send Key Char function here as Text Boxes in Slate do not get Keys sent directly to them, for example, they don't recognize that the A key was pressed so send A through.Instead, they listen for Send Char, that way the lower level system operating code can do things like determining if Shift was held down while pressing the A key or if Caps Lock was on while pressing A.

  11. Off the Del OnClicked Event, use the Press and Release Key set to Backspace from the WidgetInteraction variable.


  12. Create an Event Dispatcher called EnterPressed and call it from OnClicked(Ent).


Section Result

Our Widget Blueprints are set up to display our keypad and keypad display, next we will add them as Widget Components to our Actor Blueprints so that we can have them appear inside our level. By the end of the next step, we should be able to test out our system and interact with both elements during gameplay.

3 - Actor Setup & Testing

In this final section, we add our Widget Blueprints as Widget Components to our Actors and define what happens when the player clicks on the Enter Button, checking to see if the entered text is the same as our GoalText. With everything in place, we give it a test to see the end result which prints Success to the screen if the code is correct or Wrong Code if the code is incorrect.

  1. Open the KeypadDisplay Blueprint and add a Widget component with class set to KeypadDisplayWB and Draw at Desired Size.


    Draw at Desired Size is a quick way to cause the render target to automatically match the desired size inside the Widget Blueprint.

  2. Open the Keypad Blueprint and add a Widget component with class set to KeypadWB and Draw at Desired Size.

  3. Uncheck the Window Focusable option for this Widget Component.


    We don't want this component to take focus away from the Keypad Display widget, so this needs to be unchecked.

  4. Also inside Keypad, add a WidgetInteraction component with Enable Hit Testing set to false.


    We add this WidgetInteraction component so that we don't have to get a reference to the WidgetInteraction component in the player character and we disable Hit Testing as we don't want it to generate any hover effects. WidgetInteraction components by default are set to Virtual User Index 0 when they are created and all of them communicate using the Virtual User Index ID. Since the WidgetInteraction component in the player character is also using Virtual User Index 0, this is the same as getting a reference to it.

  5. On the Graph of Keypad, off Event Begin Play take the Widget component and Get User Widget Object to Cast to KeypadWB.


  6. Off the As Keypad WB pin, Set Widget Interaction and pass through the WidgetInteraction component from Step 4.

  7. Also off the As Keypad WB pin, call the Assign Enter Pressed which will create an Enter Pressed Custom Event.


    Now when we click on the Enter button this custom event will be called which we can use to check if the correct code was entered.

  8. Create a Variable of the Keypad Display Actor type called TargetDisplay and set it to Editable.


  9. Create a Variable of the Text type called GoalText, then Compile and set the Default Value to 1212.


  10. Hold Ctrl and drag in TargetDisplay to get the Widget and User Widget Object then Cast to KeypadDisplayWB.


  11. Off the As Keypad Display WB pin, get the Editable Text Box and GetText(Text Box) to see if it Equals Goal Text.


  12. Add a Branch with two Print Strings where off True (use Success) and False (use Wrong Code).


  13. Drag the Keypad and KeypadDisplay Blueprints into the level and rotate/position them as desired.

  14. In the Details panel for the Keypad Actor, set the Target Display variable to the KeypadDisplay in the level.


  15. Play in the level.

End Result

Approach the keypad display and Right-click in it to focus on it. You can look at the buttons and Right-click on them to issue the Send Key Char command and pass through the value to the display. We are using the Right Mouse button to interact with the widgets in the level, but you could swap this to use gamepad or Motion Controller button presses as well.

While this example only prints to the screen if the correct code was entered or not, you could instead fire off some event that opens a door, spawns an enemy or any other form of gameplay related event.

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