# Custom Input Devices Question

**URL:** <https://forums.unrealengine.com/t/custom-input-devices-question/78975>\
**Category:** Community & Industry Discussion\
**Tags:** unreal-engine\
**Created:** [November 23, 2016, 1:07am UTC](https://forums.unrealengine.com/t/custom-input-devices-question/78975 "2016-11-23T01:07:42Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![anonymous\_user\_0f64a0f3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0f64a0f3](https://forums.unrealengine.com/u/anonymous_user_0f64a0f3)\
**Post date:** [November 28, 2016, 11:03pm UTC](https://forums.unrealengine.com/t/custom-input-devices-question/78975/2 "2016-11-28T23:03:59Z")

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I also went ahead and looked here:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Unfortunately, that didn’t provide me with any code that would compile either. I added some notes to the page in the talk section, but no responses. Specifically:

- Where is “PseudoActorObject.h”? It is referred to in /Plugins/PseudoController/Source/PseudoController/Classes/PseudoActor.cpp but not specified here and not part of the engine.
- Also, where is “FPseudoControllerPlugin::PseudoInput” defined? I can’t find it in the class definition of FPseudoControllerPlugin.

I’m having a really hard time getting a hold of a good solid example of code that adds base functionality of a controller that doesn’t just use a pre-existing controller device. I can find plenty of tutorials on how to use the kayboard and mouse as input devices, but none on making a new device. Is there anywhere you guys can point me to look?

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