is there any way to get this plugin working in 4.12?
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Gamepad-Friendly UMG ~ Control Cursor with Gamepad Analog Stick! Easily Click Buttons!
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Originally posted by tosith View PostThank you, Rama. I can confirm 4.12 version of the plug-in work just fine on c++ and blueprints only projects. Building successfully win64 with shipping configuration.
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Hey Rama. Thanks for the awesome plugin! Functionality works great, and it is exactly what I was looking for on the project I am currently working on.
We are running into one small problem though, tangentially related to this plugin. Until we get a new custom cursor, we have been using the HappyCursor that was in your project as a placeholder. I have found that whenever we load into a new level, the default cursor gets changed from HappyCursor back to the normal generic mouse pointer. This occurs when I load from the main menu into the starting level, or vice versa. I have no idea why this is happening, and was wondering if you had seen an issue like this before and knew of a solution. If it would help, I can probably record a video of what is happening.
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This plugin looks great! Is there any way to configure the cursor settings at runtime (max speed, friction etc)? It'd be nice to let the player configure the sensitivity in certain games.Twitter: @zerofiftyone_
Website: zerofiftyone.net - My game development blog
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Originally posted by mdmoberly View PostThis is what I get when I try to launch a project with this plugin active. I am not using source built engine
[ATTACH=CONFIG]98947[/ATTACH]
CognitionTom gravatar image CognitionTom May 18 '16 at 12:00 PM
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Just tested with this zip https://github.com/EverNewJoy/Victor...ive/master.zip
Assuming UE4.11, and visual studio 2015 community are installed you can use option a or option b for any step along the way (try both just to learn how it works):
1a: From the unreal project browser, create a new UE4 c++ project (so that it creates a solution file)
1b: From an existing UE4 project create a new c++ class (so that it creates a solution file) doesn't matter what kind.
2: When it opens visual studio you can just close it out if you're using step 5a.
3a: Navigate to the project directory (Or just right click on content, select show in explorer, then go up a directory), create a new folder "Plugins". DO NOT create this under the content directory, has to go in the project directory above it.
3b: Open Edit>Plugins from the UE4 editor, then click new plugin at the bottom right pane. (Victory is a Blueprint Library) This will create the Plugins folder for you, and your new plugin inside of it.
4: Copy the VictoryPlugin-master folder out of the zip file and into the Plugins directory.
5a: Close the UE4 editor and reopen the project. It will ask you if you would like to rebuild. select yes.
5b: In UE4 editor click File>Refresh Visual Studio Project, then open the solution in visual studio (double clicking the .sln file should do), right click on the project in visual studio, and select build. Restart the UE4 editor.
If you hit a snag, it's almost definitely a visual studio problem. Make sure the project builds properly if you just ask it to create a new c++ class. if that won't build, try reinstalling VS2015 (Remember community version is free so long as you login with your microsoft account inside the Visual Studio Application)
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Hey!
UE4.12.5: On PC this works like a charm but in PS4devkit it crashes unfortunately
EDIT:I added this to a c++ third person project and built the game and now it's not crashing on PS4devkit. But I don't get the cursor and the controller is moving the character.Last edited by Raed Abbas; 07-27-2016, 08:32 PM.
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Hey Rama,
First off thank you so much for this plugin! This is amazing!
I do have a question for you though. Would you have any quick workaround on how to get this functioning with an Android build?
I am creating a game for the Amazon Fire TV using a wired Xbox Controller and being an Android device, the cursor of course does not work. Would it be easier to just build my own?
Thanks much!
~rush____________________________________________________________________________________________________________________________________________
"There is no greater agony than bearing an untold story inside you" - Maya Angelou
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Originally posted by Raed Abbas View PostHey!
UE4.12.5: On PC this works like a charm but in PS4devkit it crashes unfortunately
EDIT:I added this to a c++ third person project and built the game and now it's not crashing on PS4devkit. But I don't get the cursor and the controller is moving the character.
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Hey,
That was my next issue, I have been making some progress but so far all failures for setting up the fake cursor. I am currently trying to use a UMG cursor, but the only node available is the Set Position in Viewport and I am having trouble figuring out how to smooth the movement out. The cursor zips across the screen like crazy.
I was thinking of maybe setting points when the UMG is open and compare the position of the cursor with the point. If the cursor is in the position then check to see if the button was pressed, then call event?
Before I can test it out I will have to get the movement smoothed first. Any recommendation on the maths? Currently I am using get gamepad right thumbstick x and y axis, then multiplying it for the x and y position on the set position in viewport node.____________________________________________________________________________________________________________________________________________
"There is no greater agony than bearing an untold story inside you" - Maya Angelou
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Hey, this works great but I'm having a few issues.
I usually use UI mode only, but this causes the mouse to disappear when clicked. SO looking above, I tried setting to UI/Game to use "hide when capture" setting off.
Whilst this did fix the problem, now whenever the VC is re-enabled, I need a second click before I can hover over buttons etc.
This issue doesn't occur without VC.
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Hey,
Thanks for the great plugin. I just added it to our project in 4.12 and it works great except when the virtual cursor is enabled clicking on widgets that aren't interact-able makes the cursor disappear even with the input mode being set with "Hide Cursor During Capture" unchecked. If I enable the virtual cursor and click with my actual mouse instead of the controller it also makes the cursor disappear for the duration of the click, but when playing the game with the virtual cursor unplugged clicking objects doesn't make the cursor disappear.
Any idea's what I could be doing wrong?
Thanks again!
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Originally posted by Allenheathx View PostSo far working perfectly for me in 4.12.5. Thanks Rama/Nick this is exactly what I was looking for! Haven't tested a package yet.
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