I’m using your Gamepad UMG Plugin. Is there a way I can still move my player (pawn) while the virtual mouse is active?
I’m using your Gamepad UMG Plugin. Is there a way I can still move my player (pawn) while the virtual mouse is active?
There are some warnings in the 4.15 version “warning C4458: declaration of ‘MaxSpeed’ hides class member” etc
Gamepad UMG 4.15
Dear Community,
Here is gamepad UMG for 4.15!
This is a full project you can play with!
@
Nice to hear from you!
Enjoy!
Hey thank you for the update and notice me will try to use this plugin in a game!
Hey, @, just wondering: does this plugin works on Mac? Also, do you know any kind of plugin to help on focusing UMG and menus to gamepad (like a common console game)?
So i came across this plugin a couple days ago and though it would be a fantastic thing to try out, but I’m not sure if this is working right for me. The problem is, it says it’s activated, but i don’t see the menu in the project settings to change cursor speed settings or anything. I’m using 4.14.3 as well. I am also having the issue where 's plugin isn’t working, but 's is. For 's version, I do get load errors upon a project startup saying it can’t find the library that one of my blueprints is referencing, but it still works.
, quick question, how would you set this up for multiple gamepads on shared screen?
Good day, . Could you recompile the plugin for 4.16? It doesn’t work on this one. Thank you very much
would you be updating this for 4.16?
If I knew how to update plugins for newer versions I would.
Also, Mediafire doesn’t work for me now that I have satalight internet(hughesnet). Dont know why.
any other place u can upload to?
Yeah, are you going to be updating the plugin to 4.16?(I’m a clutz when it comes to things like that)
Edit #1: I lied and Updated it to 4.16 Myself. For any other user who is wanting to use it, get it here: Dropbox - GamepadUMGPlugin.rar - Simplify your life
I’m having a small problem with the current implementation.
I need to still receive input from the right thumbstick while controlling the virtual cursor with the left thumbstick. Apparently slate consumes all axis input whenever there is a virtual cursor active.
Does anyone have a solution to the problem, otherwise I’ll dive into Slate for a while
[EDIT]
So I fixed it by adding the following:
GameAnalogCursor.h
virtual bool HandleAnalogInputEvent(FSlateApplication& SlateApp, const FAnalogInputEvent& InAnalogInputEvent) override;
GameAnalogCursor.cpp
bool FGameAnalogCursor::HandleAnalogInputEvent(FSlateApplication& SlateApp, const FAnalogInputEvent& InAnalogInputEvent)
{
FKey Key = InAnalogInputEvent.GetKey();
float AnalogValue = InAnalogInputEvent.GetAnalogValue();
// don't block the right thumbstick
if (Key == EKeys::Gamepad_RightX ||
Key == EKeys::Gamepad_RightY)
{
return false;
}
else
{
return FAnalogCursor::HandleAnalogInputEvent(SlateApp, InAnalogInputEvent);
}
}
It would probably be nice to expose this in the UGamepadCursorSettings
Great plugin!
Can please someone with knowledge of C++ update it so that I can change the Left Analog Stick to be Right Analog Stick? I am making a platform game that the character moves with keyboard and the left analog stick and targets with the mouse to shoot fire. But I want to also target with the Right Analog stick. (think of first person shooters at consoles that they use right analog stick but instead of camera change here we will have cursor position change) He also jumps with XBOX’s A button so is there a way to change the default Virtual Cursor’s click button to something else? Because now it disables the jump functionality.
Alex
If you call the enable and disabled node from the player controller, with the self reference node or the get controller 0 the 4.15 return me this error just at open the Blueprint any idea ?
“\Casts.cpp] [Line: 10] Cast of nullptr to LocalPlayer failed”
Moved the nodes outside the player controller now looks like works.
Still seens like at press and move the gamepad the icon is gone.
I’m a little surprised that UMG gamepad functionality isn’t natively supported by the Engine. Thanks for providing this as a plugin.
With that said, I’m trying to include the plugin to my UWP UE 4.16 game, and I’m having trouble accessing the Set Show Mouse Cursor (please see below). Can someone explain how I bring it up in the UMG Editor?
[EDIT]
Never mind. . .I see it now. Dragging from Player Controller allowed me access to it.
@, is there any chance you can test the gamepad plugin with the UE-UWP codebase (https://github.com/MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL)?
It does work somewhat but the cursor isn’t visible. When I run a game from the editor it works fine, however, it doesn’t work after packaging a UWP64 version of it. If you can’t I’ll do it when I have the time. I can see the tick happening for the cursor in the code, so I know the code is running; it did seem though that the cursor position was set incorrectly.
Gamepad UMG 4.16 and Shiny New Github Repo For This Plugin
Dear Community,
Here is Gamepad UMG 4.16 as a download
(Mediafire)
annnnnnd!!!
I’ve now made a public Github repo for this plugin **and a full UE4 Project (for fastest setup and testing!) **so all you lovely folks can contribute and make the plugin stronger!
**Github Usage Instructions**
When you clone the repo or download it, I did not include Binaries or Intermediate of the main project.
The plugin is included in its entirety for ease of use for you.
**Instructions**
1. You will need to right-click on the uproject and choose Generate VS files
2. Open the sln and compile
3. Now run the .uproject and all should be well if you just go in-game, you can start using gamepad immeidatley.
♥
I am looking forward to an answer to this question very much too. Really hoping someone can help with it. Please someone answer
Are u going to update this to 4.17?