# How to get last full analog stick value

**URL:** <https://forums.unrealengine.com/t/how-to-get-last-full-analog-stick-value/694115>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [November 19, 2022, 1:39am UTC](https://forums.unrealengine.com/t/how-to-get-last-full-analog-stick-value/694115 "2022-11-19T01:39:48Z")\
**Posts on this page:** 1\
**Showing post:** 5

<div class="post-metadata">

**Author:** ![wapachowyo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wapachowyo](https://forums.unrealengine.com/u/wapachowyo)\
**Post date:** [November 20, 2022, 8:24pm UTC](https://forums.unrealengine.com/t/how-to-get-last-full-analog-stick-value/694115/5 "2022-11-20T20:24:38Z")

</div>

So, turns out it was easier than I thought, my first check was all that was needed: all I had to do was only register inputs that have either X or Y be over 0.5 or under -0.5. Any other value isn’t a full stick pull. I initially wanted to try this, but thought it’d be too easy an answer, so I never solely tried it.

```auto
bool isFullStickPull = currentInput.X > 0.49 || currentInput.X < -0.49 || currentInput.Y > 0.49 || currentInput.Y < -0.49;
if(isFullStickPull) {
    PreviousInput = currentInput;
}

```

I haven’t had any weird jittering from a little testing, so I think this works practically perfectly. Considering how seemingly easy this is (4 bool checks), it seems weird how I couldn’t find anything online about this nor is it just a engine function using an optimized version of this (cause I’m sure there’s at least some micro problems, even if it isn’t practical to trigger).

---

_[View the full topic](https://forums.unrealengine.com/t/how-to-get-last-full-analog-stick-value/694115)._
