Gamepad-Friendly UMG ~ Control Cursor with Gamepad Analog Stick! Easily Click Buttons!

Did you try the version I linked above? What version of Visual Studio are you using?

Hey , this plugin is kick ■■■! :slight_smile: I have one question though. When I try to use the mouse and keyboard to play my game with your plugin enabled. Everything works except the mouse buttons left and right buttons left to fire my weapon and right to aim. do you know how to fix this? please any help would be amazing. thanks again

Greg

I tried playing with the acceleration but nothing seems to change the speed of the cursor? Is there a way I can feed it values of the axis input and bypass the acceleration?

Hello,
We use the plugin in 4.19 for our student project.
It’s a great plugin, but we have a problem.
Does anyone have an idea of the problem?

The mouse inputs work before the VirtualCursor is activated,
but when we open our pause menu and close it, using the DisableVirtualCursor node,
the mouse inputs work 1 time then not at all, we need to double click for the input to be detected.

Thanks for your response

Video of the problem

Parvan, I was able to get the plugin for UE4.21 to work on my first attempt in a new editor window, however it moved very slowly. I closed out and opened a new editor window again and the joystick no longer moves the mouse, but it will still select buttons if I move the cursor over them using my mouse.

how did you get it to compile in an engine past 4.20? when I try to open a project with it in my plugins folder it fails to compile and my project doesnt open

Does anyone have a version of this plugin compatible with 4.22?

I hate having to be that guy every update but could anyone be so kind as to package this plugin for V4.22 and provide a link to download. Sorry guys but I have never had success trying to package it out myself but have become attached to it’s use lol thanks in advance.

how do you go about attempting to compile it?

4.21 and 4.22 version.
Let me know if you encounter some issues.

Thank you very much Maxwell_n11. This helps a ton.

Thank you @Maxwell_n11!!! You’re a lifesaver.

Thanks so much @Maxwell_n11!

I’m not sure how to integrate the last updates of this great plugin for my own project after making the Migration of the “UMG” folder.

With the original version of the Asset on 4.21, I have the nodes “Is Cursor Over Interactable Widget”, “Enable Virtual Cursor” and “Disable Virtual Cursor” not working. When I double-click on the functions, it doesn’t open Visual Studio so I can change the code of the original release and fix the errors.

Can someone give the proper steps to make everything working ?

Okay, so @Maxwell_n11 helped me a lot by PM and here’s how you install the Plugin for the big noobs like me who wouldn’t know how :

  1. Download the original version of the asset. Unzip the main folder “UE4GamepadUMG-master” on your Desktop.
  2. Drag & Drop the “Plugin” folder from inside “UE4GamepadUMG-master” to your own project’s root folder (the one with the “Config”, “Content”, “Intermediate”, etc… folders).
  3. Download the update by Maxwell_n11. Unzip the “GamepadUMGPlugin” folder on your Desktop.
  4. Drag & Drop the “GamepadUMGPlugin” folder inside the “Plugin” folder you added to your project.
  5. Select Replace everything.

For the Plugin’s settings, you have to open your Project Settings (Edit > Project Settings), see the Gamepad Cursor Settings section and search for Software Cursors to modify the widget blueprints you want to use for the cursor.

@Maxwell_n11 Using this I can’t get the engine to package the game using the plugin. It doesn’t matter if I use 32 bit or 64 bit doesn’t matter if I use shipping or development. No matter what simply having this plugin stops builds.

PackagingResults: Error: System.IO.FileNotFoundException: Could not find file ‘C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\GamepadUMGPlugin\Intermediate\Build\Win64\UE4\Development\GamepadUMGPlugin\GamepadUMGPlugin.precompiled’.

PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\GamepadUMGPlugin\Intermediate\Build\Win32\UE4\Shipping\GamepadUMGPlugin\GamepadUMGPlugin.precompiled’.

Same problem here.
I cannot find a solution…
Thanks in advance

Has anyone been able to package successfully in 4.22?

made a folder called plugins in a 4.22.2 project and extracted the folders from your 4.22 zip there. Launched project, project said the files werent compiled for my engine version. rebuiild? hit yes and it said it failed and to rebuild from source or something similar

tried with 4.21 as well. am i doing something wrong?

I have, or at least it seems to be working correctly.

Edit: sorry, I read it as compile. The plugin compiles correctly, but when packaging, it acts as if the plugin doesn’t exist and all related BP nodes are reported as missing in the output log

oh, and when I try to build solution in VS, I get this:
(projectname)\Plugins\GamepadUMGPlugin\Source\GamepadUMGPlugin\GamepadUMGPlugin.Build.cs : warning : Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = “Private/GamepadUMGPluginPrivatePCH.h”) from UE 4.21 onwards.

I don’t know much C++, but I think maybe it could be related to to why the plugin won’t package.