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Thanks @REDACTEDUSER
In the meantime, you can fix this by adding the following line to UiTextInputComponent.cpp:
m_childTextStateDirtyFlag = true;
Add that line to the following functions (at the beginning is fine):
void UiTextInputComponent::SetText(const AZStd::string& text)
void UiTextInputComponent::SetTextEntity(AZ::EntityId textEntity)
void UiTextInputComponent::SetPlaceHolderTextEntity(AZ::EntityId textEntity)
Hi @REDACTEDUSER
textEntity = UiTextInputBus.Event.GetTextEntity(textInputEntityId)
UiTextBus.Event.SetText(textEntity, "Hello world!")
Here are the Lua script reference pages for UiTextInputBus and UiTextBus:
Hope that helps!
Apologies - I actually didn't realize there was a SetText method directly available on the UiTextInputBus. I'll look into this a little more to see what's going on!
I think there's an issue with how the text input component updates when its text element value changes. I'm investigating this and will update once I have more information!
Great! Thank you for confirming that it's working for you now. We'll include that fix in a future release.
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