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If your Unreal project uses editable text boxes (UMG EditableText, EditableTextBox, or any widget that accepts text input), Streampixel can capture the keystrokes from a viewer’s browser and forward them to your application — including the on-screen keyboard on touch devices.

How it works (UE 5.3+)

From Unreal Engine 5.3 onwards, this is automatic — no Blueprint or C++ work needed. When the viewer clicks an editable text field in the streamed scene:
  1. The browser detects that the field is focused.
  2. A small popup with an input box appears over the stream.
  3. The viewer types into that input box; on touch devices, the on-screen keyboard opens at this point.
  4. Each keystroke is forwarded to Unreal as a normal text input event.
The popup exists because the browser cannot send keystrokes “into” the streamed pixels directly — it needs a real DOM input element to attach the keyboard to. Streampixel handles that bridge automatically.
Streampixel's input popup that appears when the viewer clicks an editable text field in the streamed Unreal application.

Older Unreal versions

On UE 5.2 and below, this auto-bridging isn’t available. If you’re targeting an older engine version, upgrade if you can — otherwise text input from touch devices won’t work without custom JavaScript-side handling.

Troubleshooting

Confirm you’re on UE 5.3 or later — the auto-bridge ships with the Pixel Streaming plugin from that version. Also confirm the field is a UMG editable text widget (not a custom HUD draw), since only widgets that report focus to the engine trigger the bridge.
Browser autoplay/autofocus policies on iOS and some Android browsers require a direct user gesture. Make sure the click on the text field is the first interaction — if your UI auto-focuses on load, the keyboard often won’t show until the viewer taps somewhere first.
Check that Keyboard input is enabled in Project Settings → Input (Input & UI controls). If keyboard input is toggled off at the project level, the bridge has nowhere to send keystrokes.

Next

Input & UI controls

Toggle keyboard, mouse, touch, and other input devices.

Hide / unhide touch controls

Programmatically show or hide on-screen touch HUDs.