THANK YOU. Hit that bug right off the bat. One PIE session would work, the next wouldn’t. Was a little worried as that is usually hard to figure out.
Does this need to be modified for ‘press and hold’ to work? It seems like 1 time clicks are all I can do…
Edit: yeah, unfortunately it looks like Drag and Drop is not supported : ( I’m still learning C++ so if anyone could let me know what needs to be implemented for this to work, that would be awesome. If I could even disable the auto use of the (face button down) I might be able to override it in BP
Edit2: Also, I guess it’s self evident but this won’t work in co-op as Unreal and Windows can only handle one mouse. Guess I have to learn C++ heh
Hey, I really love this plugin, although I’ve been banging my head against the wall for a few hours.
Anyway I modified my project to support splitscreen and the gamepad axis no longer worked.
For anyone that runs into this problem:
It seems that EnableAnalogCursor and DisableVirtualCursor call SetInputToGameMode (while the current mode is SetInputToGameAndUI)
SetInputToGameMode does not allow GamePad Axis to function.
The workaround is to just call SetInputGameAndUI after each EnableAnalogCursor and DisableVirtualCursor call.
Note: A permanent solution should just check input mode and use that instead.
Note 2: If you decided to fix this, you might want to include the ‘HideCursorDuringCaptureFlag’ as well for full consistency.
Anyone else having an issue where button hover events are getting called twice? They only get called once with my mouse like expected but with the gamepad virtual mouse they are getting called twice. Also when hovering over a button, clicking and holding, then moving with the gamepad the hovered events only get called once, until button is released, then they go back to getting called twice.
I noticed this because of UI hover sounds playing twice. So far the only work around I have figured out is to not use the hovered sound default, and instead use the on hovered event that goes through a do once, then plays a sound, then the on unhovered event to reset the do once.
Would be really awesome if somebody has a better solution or fix?
I’m running into this same problem. In specific the error window says: “the following modules are missing or built with a different engine version – GamepadUMGPlugin – would you like to rebuild them now?”
I hit “yes” and I get another error message saying the project couldn’t be compiled, and to try rebuilding from source manually.
I do have VS2017. This is all a little beyond me, so any advice to helpful.
Is there any reason no one has/can put this amazing and needed plugin on the Marketplace as a free community asset? It would make it so much easier and reliable to use. I just can not get it to work in 4.21 but like Cinebeast I am not very familiar with actual coding,
Honestly, I haven’t looked into it. I’ve just been updating it as I used it in Cardinal Menu many engine versions ago. There still seems to be a few people who still use it on their projects. Does anyone else know? I did a quick search but found nothing.
I need something like this for co-op. 2 Virtual cursors. Forget flying cars in 2020, I just want native support for 2 gamepad cursors on-screen at once in Unreal Engine.
I wish I could find anything like that because the plugin is not working for me when I build. Something about binaries.
Anyone around here found a workaround? Something added in newer versions we could use for this?