You actually can just use ChatInputBarConfiguration.TargetTextChannel:SendAsync("String") to send messages. Just have it send a result of a textbox not connected to the ChatInputBarConfiguration instance. A simple code like
TextBox.FocusLost:Connect(function(EnterPressed:boolean)
if EnterPressed == true then
local TextChannel = ChatInputBarConfiguration.TargetTextChannel
if TextChannel then
TextChannel:SendAsync(TextBox.Text)
end
end
end)
UserInputService.InputBegan:Connect(function(Input:InputObject)
if Input.KetCode == ChatInputBarConfiguration.KeyboardKeyCode then
TextBox:CaptureFocus()
end
end)
I just am frustrated that Roblox has not fixed this issue and the workaround is something that isn’t even hard to do. Hell, it can bypass the :CaptureFocus() restriction and allow you to do it anyways