I’m not sure, has anyone else had this issue?
The win32 shipping binaries in engine folder should be enough to get it working, it works in win64 ?
By the way
[FONT=Comic Sans MS]Welcome to the UE4 Forums!
I’m not sure, has anyone else had this issue?
The win32 shipping binaries in engine folder should be enough to get it working, it works in win64 ?
By the way
[FONT=Comic Sans MS]Welcome to the UE4 Forums!
Hey, , will you compile 4.12 version of the plugin? Thanks in advance.
Gamepad UMG Plugin 4.12
Dear Community,
I"ve now released a 4.12 version of my Gamepad UMG plugin!
~~~ Marketplace Official C++ Plugin Packaging Method ~~~
I am now using Epic’s Marketplace official C++ plugin packaging method, and I am providing you with packaged binaries for win32 and win64 development and shipping, as well as the editor binaries.
~~~ Full UE4 Project For You ~~~
I am also giving you the .uproject I test with so you can immediately try out the plugin with no setup delay, and use my UE4 project as a reference when using the plugin in your own project!
Media Fire Download Link (64 mb)
Enjoooy!
Thank you, . I can confirm 4.12 version of the plug-in work just fine on c++ and blueprints only projects. Building successfully win64 with shipping configuration.
is there any way to get this plugin working in 4.12?
This is what I get when I try to launch a project with this plugin active. I am not using source built engine
Are you sure you are using 4.12 version of the engine and 4.12 version of the plugin? 4.12 version of the plugin works just fine with non-source built engine. In addition, we put the plugin in ‘Plugins’ folder in our project and not in Epic Games/4.12/Engine/Plugins
Hey . Thanks for the awesome plugin! Functionality works great, and it is exactly what I was looking for on the project I am currently working on.
We are running into one small problem though, tangentially related to this plugin. Until we get a new custom cursor, we have been using the HappyCursor that was in your project as a placeholder. I have found that whenever we load into a new level, the default cursor gets changed from HappyCursor back to the normal generic mouse pointer. This occurs when I load from the main menu into the starting level, or vice versa. I have no idea why this is happening, and was wondering if you had seen an issue like this before and knew of a solution. If it would help, I can probably record a video of what is happening.
This plugin looks great! Is there any way to configure the cursor settings at runtime (max speed, friction etc)? It’d be nice to let the player configure the sensitivity in certain games.
see if this info helps ya did me, ill just post as quote, link follows to thread on answer hub…
Hey!
UE4.12.5: On PC this works like a charm but in PS4devkit it crashes unfortunately
EDIT:I added this to a c++ third person project and built the game and now it’s not crashing on PS4devkit. But I don’t get the cursor and the controller is moving the character.
Hey ,
First off thank you so much for this plugin! This is amazing!
I do have a question for you though. Would you have any quick workaround on how to get this functioning with an Android build?
I am creating a game for the Amazon Fire TV using a wired Xbox Controller and being an Android device, the cursor of course does not work. Would it be easier to just build my own?
Thanks much!
~rush
I had the same issue with the XB1devkit. It appears that the plugin utilizes the windows mouse driver or APIs utilizing a mouse - which is why it’s not working as those systems don’t have a mouse driver at all. You can easily replicate the controls behavior. The issue i have that i don’t know how to send a “ClickEvent” to the underlying widget.
Hey,
That was my next issue, I have been making some progress but so far all failures for setting up the fake cursor. I am currently trying to use a UMG cursor, but the only node available is the Set Position in Viewport and I am having trouble figuring out how to smooth the movement out. The cursor zips across the screen like crazy.
I was thinking of maybe setting points when the UMG is open and compare the position of the cursor with the point. If the cursor is in the position then check to see if the button was pressed, then call event?
Before I can test it out I will have to get the movement smoothed first. Any recommendation on the maths? Currently I am using get gamepad right thumbstick x and y axis, then multiplying it for the x and y position on the set position in viewport node.
Hey, this works great but I’m having a few issues.
I usually use UI mode only, but this causes the mouse to disappear when clicked. SO looking above, I tried setting to UI/Game to use “hide when capture” setting off.
Whilst this did fix the problem, now whenever the VC is re-enabled, I need a second click before I can hover over buttons etc.
This issue doesn’t occur without VC.
Hey,
Thanks for the great plugin. I just added it to our project in 4.12 and it works great except when the virtual cursor is enabled clicking on widgets that aren’t interact-able makes the cursor disappear even with the input mode being set with “Hide Cursor During Capture” unchecked. If I enable the virtual cursor and click with my actual mouse instead of the controller it also makes the cursor disappear for the duration of the click, but when playing the game with the virtual cursor unplugged clicking objects doesn’t make the cursor disappear.
Any idea’s what I could be doing wrong?
Thanks again!
So far working perfectly for me in 4.12.5. Thanks /Nick this is exactly what I was looking for! Haven’t tested a package yet.
You’re welcome!
Is there source hosted on Github or similar? I’ve no interested in compiled binaries, and firewall prevents access to mediafire (Security is tight here >_>).