In the code UserInputService | Documentation - Roblox Creator Hub
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
local keyPressed = input.KeyCode
print("A key is being pushed down! Key:",input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at",input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at",input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at",input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:",input.KeyCode)
end
if gameProcessed then
print("\tThe game engine internally observed this input!")
else
print("\tThe game engine did not internally observe this input!")
end
end)
It only gives a bool.
How would you find the UI pressed that made InputBegan’s gameProcessedEvent true?