Has anyone had any sucess with the experimental raw input plug-in in 4.15r3? I've got a generic USB joystick device that I tried mapping to various axes. When touch the joystick, I get a "LogRawInputWindows:Warning: Failed to read value 0. c011000a:HIDStatusIncompatibleReportID" error (there are actually a bunch, but they're all basically that). So I'm getting something from the device into the engine, which, yay, but that error is completely crpytic to me.
The build log notes mention something about the editing the DefaultInput.ini, and something about the vendor and device IDs, but I'm not sure how those values would be added to that file (unless that line just meant that we should note them, so we can report back to build the database?)
I added the mapping via the editor, and then just threw something in the level blueprint so I could get some feedback. The generic device is a Spacemouse USB module (not the retail spacemouse, but a NFS dev kit module. It comes with an SDK, and just registers itself as a generic USB joystick and uses the default windows generic joystick drivers. It does not require or even work with the retail 3DConnexion drivers). Looking at the sample source code they ship with it, it seems to be a DirectInput device? I'm not 100% sure on that.
Maybe there's more work I have to do to integrate it, but I figured it was worth a shot trying it with the plugin. Like I said, it's seeing something.Oh, also there seems to be a bug: One of the lines in the ini is mapping to a button rather than an axis, despite it being mapped to an axis in the editor, as seen below.
<edit> in case it's not clear, the SpaceMouse module is a 6 DOF joystick with no buttons </edit>



The build log notes mention something about the editing the DefaultInput.ini, and something about the vendor and device IDs, but I'm not sure how those values would be added to that file (unless that line just meant that we should note them, so we can report back to build the database?)
I added the mapping via the editor, and then just threw something in the level blueprint so I could get some feedback. The generic device is a Spacemouse USB module (not the retail spacemouse, but a NFS dev kit module. It comes with an SDK, and just registers itself as a generic USB joystick and uses the default windows generic joystick drivers. It does not require or even work with the retail 3DConnexion drivers). Looking at the sample source code they ship with it, it seems to be a DirectInput device? I'm not 100% sure on that.
Maybe there's more work I have to do to integrate it, but I figured it was worth a shot trying it with the plugin. Like I said, it's seeing something.Oh, also there seems to be a bug: One of the lines in the ini is mapping to a button rather than an axis, despite it being mapped to an axis in the editor, as seen below.
<edit> in case it's not clear, the SpaceMouse module is a 6 DOF joystick with no buttons </edit>
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