Originally posted by AlphaHemi
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Gamepad-Friendly UMG ~ Control Cursor with Gamepad Analog Stick! Easily Click Buttons!
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Originally posted by AlphaHemi View PostAnyone have any other ideas? Every time I try to use it says the plugins modules are missing
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Here's a fix for a bug that happens if EnableAnalogCursor is called more than once without calling DisableAnalogCursor. Can't believe that no one has encountered this bug before:
https://github.com/EverNewJoy/UE4Gam...G/pull/7/files
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Originally posted by serioussam909 View PostHere's a fix for a bug that happens if EnableAnalogCursor is called more than once without calling DisableAnalogCursor. Can't believe that no one has encountered this bug before:
https://github.com/EverNewJoy/UE4Gam...G/pull/7/files
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Originally posted by Greylan1 View PostHow has no one made this work with the right analog stick instead of the left? Seems like its pretty much useless without that ability.
I suck at coding, but I'll try to hack it in myself today.
Update line 136 in GameAnalogCursor.cpp:
//grab the cursor acceleration
const FVector2D AccelFromAnalogStick = GetAnalogCursorAccelerationValue(GetAnalogValues(EAnalogStick::Right), DPIScale);
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I found an amazing plugin on the unreal marketplace.
With gamepad, keyboard and mouse support. You can move mouse with any analog stick with it.
And the best part for me - all in blueprints!
https://www.unrealengine.com/marketp...mouse-support#
Last edited by Alara; 09-12-2018, 10:03 AM.
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Originally posted by serioussam909 View PostHere's a fix for a bug that happens if EnableAnalogCursor is called more than once without calling DisableAnalogCursor. Can't believe that no one has encountered this bug before:
https://github.com/EverNewJoy/UE4Gam...G/pull/7/files
Does this need to be modified for 'press and hold' to work? It seems like 1 time clicks are all I can do..
Edit: yeah, unfortunately it looks like Drag and Drop is not supported : ( I'm still learning C++ so if anyone could let me know what needs to be implemented for this to work, that would be awesome. If I could even disable the auto use of the (face button down) I might be able to override it in BP
Edit2: Also, I guess it's self evident but this won't work in co-op as Unreal and Windows can only handle one mouse. Guess I have to learn C++ hehLast edited by Notion; 09-13-2018, 07:15 PM.
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Hey, I really love this plugin, although I've been banging my head against the wall for a few hours.
Anyway I modified my project to support splitscreen and the gamepad axis no longer worked.
For anyone that runs into this problem:
It seems that EnableAnalogCursor and DisableVirtualCursor call SetInputToGameMode (while the current mode is SetInputToGameAndUI)
SetInputToGameMode does not allow GamePad Axis to function.
The workaround is to just call SetInputGameAndUI after each EnableAnalogCursor and DisableVirtualCursor call.
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Note: A permanent solution should just check input mode and use that instead.
Note 2: If you decided to fix this, you might want to include the 'HideCursorDuringCaptureFlag' as well for full consistency.
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Anyone else having an issue where button hover events are getting called twice? They only get called once with my mouse like expected but with the gamepad virtual mouse they are getting called twice. Also when hovering over a button, clicking and holding, then moving with the gamepad the hovered events only get called once, until button is released, then they go back to getting called twice.
I noticed this because of UI hover sounds playing twice. So far the only work around I have figured out is to not use the hovered sound default, and instead use the on hovered event that goes through a do once, then plays a sound, then the on unhovered event to reset the do once.
Would be really awesome if somebody has a better solution or fix?Last edited by Steve SybrSyn; 10-17-2018, 04:07 AM.
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Originally posted by Parvan View Post
What does it say? Are they failing to compile? Are you using Visual Studio 2017?
I hit "yes" and I get another error message saying the project couldn't be compiled, and to try rebuilding from source manually.
I do have VS2017. This is all a little beyond me, so any advice to helpful.I'm an artist! Check out my work at https://cinebst.wixsite.com/cinebeastart and hit me up!
You can e-mail me at cinebst@gmail.com.
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