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

Same here. Also, still having the issue of having to click the screen once before the cursor shows up.

Not at the moment, the linker is looking for content, if you put the content in the right directory structure the hope is that the linker would become happy, I wish that were so as I dont know what to do to make the linker become happy :slight_smile:

My first new instinct is that if you take just the plugin (not the whole project that is part of the download) you could then reconstruct the asset side of things.

:slight_smile:


Having to Click Screen To Make Cursor Appear


[QUOTE=Kenomica;621005]
Same here. Also, still having the issue of having to click the screen once before the cursor shows up.
[/QUOTE]


1. On game start / BeginPlay of player Controller BP

2. Try using "set mouse cursor visible", a bool that is part of the player controller BP

3. I can't repro this behavior on my end at moment so I am not sure what else you should try just yet

:)

Hey, ! Thanks for the reply.

I already have this set correctly

Just to test, though, I tried to move things around so that the mouse cursor is set to shown before the virtual cursor is active, and tried after to no avail. I have the mouse cursor set to show, the input mode set to UI (cursor locked, widget set as focus) etc.

I can definitely say that without the plugin, the cursor is shown without the initial click (or simply removing the ā€œEnable Virtual Cursorā€ Node)

Hereā€™s something odd though, in ā€œSelected Viewport (PIE)ā€ - the cursor is shown correctly at start without the initial click - but this is not the case in a ā€œNew Editor Window (PIE)ā€, ā€œStandalone Gameā€ or the packaged project.

Thanks for your time and work :slight_smile:

You are welcome! :slight_smile:

I tried running the gamepad umg project that I give in this thread via Launch Game

What happens is that the game starts, and cursor is locked and invisible so you can move the view of character around, then the code activates to make the cursor visible and the cursor instantly appears and I can control it.

To be clear I dont have to click or supply any input, the switch to cursor mode is simply a delay I set in BP and is part of the project download.

Also when Iā€™ve packaged the game this was also the case. If you use my unmodified download as a test case (4.13 I just tested), and you say Launch game with editor closed, (right click) do you get the same behavior?

:slight_smile:

When launching your project (without editor) in 4.13.2 - the cursor is actually visible at the start but with no menu, then and I have to click before it disappears and can control the characterā€¦then a short delay, and the menu pops up with the cursor.

After testing some more (on my project), the initial issue of the cursor disappearing when clicking outside of UI elements is back, in Game and UI Mode with ā€œHide During Captureā€ disabled and in UI Only Modeā€¦as well as the needing an extra click on startup!

Without the virtual cursor enabled, everything works as expected, cursor is visible from start, cursor doesnā€™t disappear outside UMG elements etc.

EDIT :

Okay, it seems that you need to have it set in a VERY specific order to work as expected.

using UI mode or doing it in a different order seems to cause these issues.

Then do the opposite to disable,

Hello.

Iā€™m not able to package the project at all after updating to 4.13.2

It works fine within the editor but packaging just isnā€™t working, neither on development or shippingā€¦

Have you tried the usual suspects for cleaning your build, like deleting the intermediate and saved directories?

I havenā€™t had any issues building my own project on the same version so maybe there is a bad cooked file in there somewhere. Just a thought. Best of luck!

Is possible to Update to 4.14 ? Thanks !

Same question here - holding off on 4.14 for this plugin, since itā€™s so good :slight_smile:

PLEASE !!! :smiley: I need this plugin !

There was talk a LONG time ago about this functionality being built into future engine releases but I havenā€™t heard anything in a while. Does anyone know where that stands? Did Epic give up since this plugin exists?

I found the solution to update the plugin, you just need to recompile it with vb and regenerate it with ue4

I upload GamePadUMG to 4.14 :

.

Thank you for doing that !

Sorry folks I checked this thread the day after 4.14 and didnā€™t see anything so I thought no one needed 4.14 update

I will do an official update soon but in meantime thanks again :slight_smile:

I agree its been a while, since talking with Nick Darnell about it Iā€™ve not heard anything since, and that was when I created this plugin :slight_smile:

EDIT: actually some of the errors I am getting in 4.14 compile indicate a lot of the code got put into FAnalogCursor base class, check out AnalogCursor.h in 4.14 source code!

4.14 Update

Dear Community,

I resolved compile warnings and have a full 4.14 update for you :slight_smile:

4.14

:heart:

Thanks @ and @ :slight_smile:

EDIT : Hmmm, 's 4.14 update isnā€™t working for meā€¦but the version uploaded is. Images below.

Hey ,
any Idea what it could be?

My Problem is that when i move the left Thumb Stick on my XBOX360 Windows Controller slightly to the left side, that the Mouse Cursor keeps moving to the left side until i move the left thumbstick to the right side.
It needs only a bit, maybe 1 or 2 mm to the left side and the mouse cursor continous moving to the left side. And the funny thing is that this only happens with the left side. Up, Down and Right are working fine.

It also only happens inside a UMG Menue. For example inGame from First Person View, there are no Problems.

Can you please help out with that?

And yeah, i tested out another Controller, same thing :frowning:

Same for me, version uploaded is working, but not 's.

But anyway, thank you very much for your work and ! I hope you will be updating this plugin for newer versions too :slight_smile:

What would cause the cursor not to move when using the gamepad or mouse? does the axis need to have specific names or does it matter? I am using the engine built from source code around 4.13/4.14 aka what ever release is :P. My actual game project is a C++ project using bp only for uis.

Why cant I move after I close my menu in my project? I have tried reseting input ignore flags, and manually setting look/move ignore to false. And I do use the disable virtual cursor on close.

Disregard its fixed.

The same thing happens to one of our play testers. We use Xbox one pads and they work fine but he uses a 360 pad and it floats left as you describe. I don;t know if the 360 pad is what causes it to happen but I thought I should mention the similarity.