What I want should be really easy, but for the life of me, I can’t find it. Basically, any time there is input from the player, no matter what key, button, mouse movement, joystick, etc. that it is, I want to call a function that looks at that input, determines if it came from a gamepad or not, and sets a bool accordingly. I have no clue how to do it in C++, and I can’t do it well in Blueprints (using Any Key during gameplay and On Key Down in widgets is not a reliable method). Can someone walk me through this for both C++ and Blueprints?
Thank you, but this does not address my question. He’s talking about how to bind to a specific input, and it requires Blueprint to do. I need to detect any input, no matter what it is, and know if it was from a gamepad or not. I also need to be able to do it purely in C++ or Blueprint.
Ok, in C++ standard you must read the input buffer (called stdin) the concep is like read a file… i don’t know do it in Unreal, but i think you must change the name of your question… maybe something like this:
But then I won’t be able to tell if it’s from a gamepad or not. I think my title is fine, but you do need to read the full post to fully understand what I’m trying to do.