It's easy to use the native iOS keyboard to get the text input from player in UDK despite it's undocumented function. I've prepared an extended example below.
The result you can see here:
[screenshot]http://2.bp.blogspot.com/-nyTXTG4IHMs/Utse48GwVMI/AAAAAAAAAzU/BkcPujlVSPk/s1600/udk_ios_keyboard.jpg[/screenshot]
Code:
/** Used to set the callback on keyboard dialog close */ delegate KeyboardInputFunction(optional String TextInput); /** * Launches saved callback function (we can't pass delegates directly) */ exec function ProcessKeyboardInput() { KeyboardInputFunction(); } /** * Keyboard call interface: opens native iOS keyboard to receive user's text input * * @param Title Dialog title * @param DefaultText Default text input value * @param InputFuntion Function to be called on dialog close (callback) */ function MobileOpenKeyboard(String Title, String DefaultText, delegate<KeyboardInputFunction> InputFuntion) { KeyboardInputFunction = InputFuntion; ConsoleCommand("mobile getuserinput \""$Title$"\" \""$DefaultText$"\" \""$nameof(ProcessKeyboardInput)$"\""); } /** * EXAMPLE: HOW TO USE */ exec function SomeBtnPressed() { MobileOpenKeyboard("Please enter your name", "Tought Guy", SetPlayerName); } /** * EXAMPLE: CALLBACK FUNCTION */ function SetPlayerName(optional string TextInput) { `log("New player name is:" @ TextInput); }
[screenshot]http://2.bp.blogspot.com/-nyTXTG4IHMs/Utse48GwVMI/AAAAAAAAAzU/BkcPujlVSPk/s1600/udk_ios_keyboard.jpg[/screenshot]