A few months back Nick A. and I built a sample of an analog cursor in Slate/UMG. It allows you to treat the controller stick as if it were the mouse and drive the cursor around, click on UI…etc. We built the sample in the style of a mock Destiny UI. I finally found some time to clean it up and strip it down the bare essentials and get it out there. With a little bit of work, it could probably be turned into a nice reusable plugin. Better support for classic controller input is high on the list for UMG, but that’s going to take a lot more time; so consider this the next best thing.
It’s great to see some code you guys did for fun/testing!
I didnt even know that there was something like *FAnalogCursor *and this function: UVaultItem::GetRarityText(), ohh man, that one is useful.
Thanks for sharing!
There’s a lot of goodness in there, my personal favorite is UDeveloperSettings, if you do what GameGlobals.cpp does, you can expose any global settings you have for your game in a way that makes them show up in the Project Settings dialog.
Oh dude nice! Thanks for sharing this!
That’s amazing. Thanks a lot!
Thanks for sharing!
- Did anyone else have problems trying to rebuild the project for 4.9.2?
Nope, works on my machine.
Let’s see a 100% BP project next?
Dear Nick,
Woohoo! Thanks for sharing this with us Nick!
Will work on turning this into a plugin and see how it goes
Oh very neat, thanks for the info!
Thanks again Nick!
Rama
Plugin Created for Entire Community
Dear Community,
I’ve created a plugin based on the code Nick has shared with us!
I include only the essentials in this plugin so that you can have gamepad-friendly UMG in own your project easily, and without any C++ required!
Enjoy!
Thanks again Nick!
Rama
Forum Link
You did read the paragraph right… it’s not possible in BP right now.
EDIT: Nvm, Rama plugin-itised it already. You may be in luck.
Holy **** this is AWESOME!
@NickDarnell, this is truly awesome. I was dreading making gamepad logic to cycle through menus, but you saved me big time! Only downside, is you made me break my streak of relying on someone else’s code
Thanks again!
Hi Nick, do you have any idea when we’ll see the “better support for classic controller” that you’re talking about? I haven’t seen anything on the UE4 Roadmap about it and this is a critical element of my [BP only] project. For now, I’m using the plugin Rama has created, but I really need to be able to customize the speed and acceleration of the virtual cursor. Is that something we BP-only people might be getting in the future? Thanks!
This is really amazing stuff! I am going to chuck this into my game if you don’t mind. :D/ I think gamepad support is super important even for PC Games. Very nice work Nick! Just shows the awesomeness that is Epic Staff!
This is awesome! I’m using it for a project and it’s working out quite well.
I have a question, though – would this work on consoles? Might be a dumb question, but I’ve never developed for a console before, so I have no idea…
Yes - this is the approach we use on Paragon.
Hi @Nick,
I’ve tried this and it’s amazing in the editor (4.12.5) but when I package the game to ps4 I see no cursor at all. Tried moving all the sticks and touch pad but getting absolutely nothing. Any ideas?
Does anyone know the status of native gamepad support in a future version? I’ve heard “it’s coming” several times but haven’t heard anything in a while.
Did you ever solve this ? I ran into the same issue using the plugin. But according to Nick this should work on XB1 as well. I only tried the plugin from Rama…