# How do I associate input/gamepad with a controller?

**URL:** <https://forums.unrealengine.com/t/how-do-i-associate-input-gamepad-with-a-controller/355900>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [April 29, 2016, 2:24pm UTC](https://forums.unrealengine.com/t/how-do-i-associate-input-gamepad-with-a-controller/355900 "2016-04-29T14:24:01Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![benui](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/benui/32/1145446_2.png) [@benui](https://forums.unrealengine.com/u/benui)\
**Post date:** [April 29, 2016, 2:24pm UTC](https://forums.unrealengine.com/t/how-do-i-associate-input-gamepad-with-a-controller/355900/1 "2016-04-29T14:24:01Z")

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I’m trying to use multiple gamepads in a single non-splitscreen local game.

See this screenshot for my setup.

 ![88903-multiple_input.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/0/c/60c0c0d7b3dcabbf9b735126443729482be19595.jpeg)

My GameMode says I have two players, but when I try to get the input from the second PlayerController, it never returns anything other than 0,0. I have two xbox gamepads plugged in when I start Unreal.

Is there anything else I need to do?  
How can I tell Unreal to use the second gamepad for the second PlayerController?

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**Author:** ![JoMaz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JoMaz](https://forums.unrealengine.com/u/JoMaz)\
**Post date:** [October 13, 2016, 12:44am UTC](https://forums.unrealengine.com/t/how-do-i-associate-input-gamepad-with-a-controller/355900/2 "2016-10-13T00:44:20Z")

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hi,

I have been investigating this lately. I have the following information so far. I hope It helps you in some way, unfortunately some things can only be made in C++ and It may need to compile the Engine code

Confine Player to Camera Area

> **[How to confine player to camera view](https://forums.unrealengine.com/questions/62394/how-to-confine-player-to-camera-view.html)**
>
> I'm currently building a Blueprint 3rd person flying game. I have the camera set to follow a certain path and have the player mesh as a sub object to the camera. I want the player to be able to freely move the craft around the area of the screen as...

Local Multiplayer Tips

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Shared Camera

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Gamepad

> **[Is there a way to detect a gamepad?](https://forums.unrealengine.com/questions/142358/question-is-there-a-way-to-detect-a-gamepad.html)**
>
> Is there a way to detect if a controller is connected or is there an event called when a gamepadis connected? Also is there a generic event for getting input from a gamepad(if any button is hit for example)? It would be used for switching menu...

> **[\[Feature Request\] Gamepad bIsConnected](https://forums.unrealengine.com/questions/322261/feature-request-gamepad-bisconnected.html)**
>
> Hello, following this old post, I have tried to implement the code to detect whether gamepad is connected. //GenericApplication.h virtual bool IsGamepadConnected() { return false; } //WindowsApplication.h virtual bool IsGamepadConnected()...

> **[How do you detect a second gamepad for splitscreen?](https://forums.unrealengine.com/questions/463722/how-do-you-detect-a-second-gamepad-for-splitscreen.html)**
>
> I'm building a local splitscreen multiplayer (which is completely optional), and it's kinda stupid to just create a second PlayerController without actually checking there's a second gamepad connected/receiving some input from second gamepad. ...

[https://github.com/EpicGames/UnrealEngine/pull/2348/files](https://github.com/EpicGames/UnrealEngine/pull/2348/files)

> **[r/unrealengine - Player 1 with KB/M, player 2 with controller](https://www.reddit.com/r/unrealengine/comments/4kv61r/player_1_with_kbm_player_2_with_controller/)**
>
> 3 votes and 11 comments so far on Reddit
