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Custom Input Device Package problem

Hi ue, i try to create a plugin to get raw inputs from my arcade pad and some touch device, i follow this guide https://wiki.unrealengine.com/Custom_input_device_plugin_guide i use dinput to archive this, seems work fine, but i have two problems and is overhelmet me, first my plug just work when i debug from visual studio, if just open the project in editor this dont work, but if i disable, restart editor and enable the plugin and restart again, the plugin work without debug from visual studio, i dont understand why!, but this dont care me, the another problem is heavy, when i package my game, this package well, but in the game my arcade pad dont work, why is package and dont work???

this is my .uplugin



{
	"FileVersion": 1,
	"Version": 1,
	"VersionName": "1.0",
	"FriendlyName": "RawControl",
	"Description": "Windows Raw Inputs capture",
	"Category": "Inputs",
	"CreatedBy": "Jorge Calleros Ramírez",
	"CreatedByURL": "www.maniak.com.mx",
	"EnabledByDefault": true,

	"Modules": 
		{
			"Name": "RawControl",
			"Type": "Developer"
		}
	]
	
}


is enable by default and is “Developer” type

Now this is my Engine.ini



[Core.System]
Paths=../../../Engine/Content
Paths=../../../../../../Users/Jorge/Documents/Unreal Projects/RawInputs/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Runtime/LeapMotionController/Content

[/Script/UdpMessaging.UdpMessagingSettings]
EnableTransport=True
UnicastEndpoint=0.0.0.0:0
MulticastEndpoint=230.0.0.1:6666
MulticastTimeToLive=1
EnableTunnel=False
TunnelUnicastEndpoint=
TunnelMulticastEndpoint=

[/Script/AndroidPlatformEditor.AndroidSDKSettings]
SDKPath=(Path=)
NDKPath=(Path=)
ANTPath=(Path=)
JavaPath=(Path=)

[Plugins]
EnabledPlugins=RawControl

[WindowsApplication.Accessibility]
StickyKeysHotkey=False
ToggleKeysHotkey=False
FilterKeysHotkey=False
StickyKeysConfirmation=False
ToggleKeysConfirmation=False
FilterKeysConfirmation=False



as you can see i add a bracket plugin in order to add my plugin called RawControl

in the end my solution will be create a AActor class and bind controls with events there jajaja, but i want to use IInputDevice interface in a plugin, because is the right way to do this
Some GURU please help me

sorry i need to bump this, i left for some time but iam back to this project!
i get some results!, i solve my issue with the editor, and now my plugins is reconized by package process in the log, unfortunaly not package at the end! u_u i am sad, mmm this is my error now



MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'HACD_64.lib'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\Jorge\Documents\Unreal Projects\Logi2\Binaries\Win64\Logi2.exe



i try to include this library using PublicAdditionalLibraries.Add(), jeje, compiles the editor, but not package anywhy
i am using ue 4.9.1

i read from other post is use by “UnrealEd.h”
so i use this:



#if WITH_EDITOR
	#include "UnrealEd.h"
#endif


is valid this approach?

may i suggests improve this plugin-ology!, really is very overhelmet! all plugins proccess! so many steps!

hey !!! i finally solve my problem!!! i dont know why #if WITH_EDITOR not work but i solve using this in Build.cs




        if (UEBuildConfiguration.bBuildEditor)
        {
            PublicDependencyModuleNames.AddRange(
                new string] {
                    "UnrealEd",
			    }
            );
        }


so UnrealEd Module just add for editor, witch is very cool, i dont know that!!!

i have another issue in my plugin Link error with ATLS lib, so i just add this lib and NOW ALL WORKKKK!!!
now i am happy!!!

best regards!!

Oh my god i need revive this thread, because just weird things happen!, today i test!!! i able to play in editor in all PIE modes and package my plugin correctly!, but i cant get any inputs, my custom FKeys exists because i use some axis, but just are calling and not receiving any input data, i always get 0 axis, so i am very loss now!

i see another plugins for joysticks or similars, and always use bp interfaces, but i dont like this method, how can archive with the IInputDevice class

Come on! guys i feel very alone talking here!

OK, ones again solve, my problem was a engine error, i switch my plugin from Runtime to Develop, compile, after that!, now on reverse, from Develop to Runtime, now FORCE to rebuld ALL, and finally is working, so all this time i was right, i hate when this kind of issue happens! because i will begin to lose my mind

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