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Gamepad-Friendly UMG ~ Control Cursor with Gamepad Analog Stick! Easily Click Buttons!

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  • replied
    So, I just re-installed the Plugin cleanly and it works again, but I still have the issue of the left stick not working when I Play again.

    It only happens in the Editor. I've tried with a Build and everything works fine when the Virtual Cursor is called multiple times fortunately.
    Last edited by YukiTaiyo; 07-11-2020, 10:16 PM.

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  • replied
    Hello, I went and modified the plugin to support 4.25 and fixed a few issues I saw with how it was setup to understand how to modify it more easily. Let me know if it doesnt work
    https://github.com/Oldsiren/UE4GamepadUMG

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  • replied
    Hey Guys, I just updated to 4.25 and the plugin works fine, but the size went up (when build) from 81MB to 1,4GB!! What happened here? Is this a different build or how can I prevent it from being this large?

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  • replied
    Why are you suggesting a solution if you report having the same problem ?... I already have a button disabling the Virtual Cursor, just like in the SB1985's tutorial.

    The issue with the stick not working after exiting happened some months ago. Now it doesn't work at all. I precise I have the correct update for the version of UE4 I'm using. I'm using an 8BitDo SN30 Pro controller.
    Last edited by YukiTaiyo; 06-09-2020, 12:00 PM.

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  • replied
    Originally posted by YukiTaiyo View Post

    It doesn't answer the questions I asked...

    I still have the issue where the sticks do not work the second time I Play. I'm not sure if it has something to do with the Game Mode, which is set to None ; but the FirstPersonGameMode stuff spawns anyway...
    I am running into the same issue as you. He did answer your question, but perhaps not very clearly. It looks like if the function Disable Virtual Cursor isnt called it will not let you properly call the Enable Virtual Cursor. Even though you may have exited the level and started the level over again, If it wasn't explicitly Disabled it will still be Enabled.

    My solution for this is calling Disable Virtual Cursor at the start of the Event before I'm Calling Enable Virtual Cursor

    I hope this helps you understand whats happening

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  • replied
    I'm still having problems with the plugin to work properly. A Button press works, but not the Left stick. I followed the tutorial on SB1985's website.
    Last edited by YukiTaiyo; 06-08-2020, 05:12 PM.

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  • replied
    Originally posted by TheFangless View Post
    I've been using this for a project, and I can move the cursor fine, and left clicking with the A button works fine, but I can't figure out how to emulate a right click with this plugin. Anybody know how to do this?
    Not 100%, but I don't think that functionality has been exposed.

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  • replied
    I've been using this for a project, and I can move the cursor fine, and left clicking with the A button works fine, but I can't figure out how to emulate a right click with this plugin. Anybody know how to do this?

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  • replied
    Rama no problem

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  • replied
    Originally posted by SB1985 View Post
    In case somebody needs it, I ported it over to 4.24, same link as before
    https://sb1985.com/other-2/gameplay/...g-the-gamepad/
    Many thanks to you SB1985 for updating the plugin!

    Victory to You!



    Rama

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  • replied
    Originally posted by Colbra View Post

    You have to use the disable virtual cursor function from the player controller, basically turn it off when you want movement back on the player
    It doesn't answer the questions I asked...

    I still have the issue where the sticks do not work the second time I Play. I'm not sure if it has something to do with the Game Mode, which is set to None ; but the FirstPersonGameMode stuff spawns anyway...

    Leave a comment:


  • replied
    Originally posted by YukiTaiyo View Post
    It's nice to see this plugin updated with the new versions of UE4.

    I have one concern tho : Where is gone the HappyCursor ? I installed the plugin through SB 1985's tutorial and I can't find any content related to the cursor's visual any longer. (Edit : Oops ! I'm clumsy. The updates do not come with all the Plugin's content... maybe it should in the future ?)

    I have another question yet : How do you override the Software Cursor for different menus in their Blueprints ? I can't access Software Cursor from here.

    And another one in fact : The plugin works when I play my Level for the first time after lauching UE4, but if I play a second time, the stick do not move the cursor anymore. Why is it ?

    Lastly, how do you make the actual mouse use the Plugin's virtual cursor's acceleration and stuff ?
    You have to use the disable virtual cursor function from the player controller, basically turn it off when you want movement back on the player

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  • replied
    It's nice to see this plugin updated with the new versions of UE4.

    I have one concern tho : Where is gone the HappyCursor ? I installed the plugin through SB 1985's tutorial and I can't find any content related to the cursor's visual any longer. (Edit : Oops ! I'm clumsy. The updates do not come with all the Plugin's content... maybe it should in the future ?)

    I have another question yet : How do you override the Software Cursor for different menus in their Blueprints ? I can't access Software Cursor from here.

    And another one in fact : The plugin works when I play my Level for the first time after lauching UE4, but if I play a second time, the stick do not move the cursor anymore. Why is it ?

    Lastly, how do you make the actual mouse use the Plugin's virtual cursor's acceleration and stuff ?
    Last edited by YukiTaiyo; 01-11-2020, 05:06 AM.

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  • replied
    For those looking at how to change which analogue stick the input is taken from, in GameAnalogCursor.cpp line 136...
    Code:
    //grab the cursor acceleration
    const FVector2D AccelFromAnalogStick = GetAnalogCursorAccelerationValue(GetAnalogValues(), DPIScale);

    GetAnalogValues() is the function which gets the stick input, and it can take an argument which is the stick to read, EAnalogStick. It defaults to EAnalogStick::Left, and I'm guessing because its such a common use case this code doesn't worry about the possibility of changing that. I needed to, and I see a few of you do too, so if you add an argument in here you can change the line to use a different stick...
    Code:
    //grab the cursor acceleration
    const FVector2D AccelFromAnalogStick = GetAnalogCursorAccelerationValue(GetAnalogValues(EAnalogStick::Right), DPIScale);

    You can expose this as a new setting to the editor, but it requires a bit of workaround. This is because EAnalogStick is not a UENUM, which means it can't be used on a UPROPERTY. However, I worked around this by creating a new UENUM in GamepadCursorSettings.h (I called mine EGamepadAnalogStick), which has the same members "Left", "Right", "Max". You can then make a UPROPERTY based on EGamepadAnalogStick (or whatever you call yours), which allows that value to be changed in the editor along with the others. Now you can create a new inline function to return EAnalogStick, and have that function work out which of the EAnalogStick values is the same as your EGamepadAnalogStick values. Finally, call that function as the argument for GetAnalogValues and you've got yourself a new editor setting for the stick!

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  • replied
    Originally posted by SB1985 View Post
    In case somebody needs it, I ported it over to 4.24, same link as before
    https://sb1985.com/other-2/gameplay/...g-the-gamepad/
    Thank you SB1985 !

    Leave a comment:

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