Enhanced Input not reporting values every frame for gamepad stick

In the old player input component when you bind and axis the callback will be called every frame with the value of the gamepad stick, even if the player doesn’t move it, it will report 0.0. WIth the enhanced input I can’t replicate this behavior as it only reports values through the callback when the stick is not in the (0,0) position. Is there any way to make this to work as it used whit the old player input component?

Regards!

Hey there @ja0335! Welcome back to the forums! Disclaimer: I haven’t used the enhanced input system. Seems like you could do a bit of preprocessing on the output from the input node.

(excuse the psuedo-printing)
Enhanced Input Node > Branch node whenever there’s any input true and pass the variable. If no input, event tick set the variable to 0,0 > Do stuff with the input.

(currently packaging a project to try to answer a packaging question on the forums so I’m unable to blueprint it at the moment, but I’ll update this comment with my shot at it when I can get back into the editor and pull the plugin in to test myself)

Let me know if that sounds like a possible route!

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I think you are refering to the input modiffiers? if so that doesn’t work as even returning a zero value in a modifier doesn’t trigger the callback associated to the stick

Since the original system was sending it every tick, the only way we’re able to do that now is to do the same. This is my caveman solution if you need it set every tick.

But I figured whenever it’s completed or cancelled you could just set it to 0 and then call your movement code on event when input is going, yeah? Should retain the old way of movement.

Works in the little movement system I set up, but it’s likely not the same as yours, let me know!

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