Hi, I need to receive input from a thrustmaster T16000m usb analog joystick. I think over 4 years ago I was able to get this running on UE 4.x but I am trying it now on UE 5.5 with the enhanced input system and can’t get it to work. I have the raw input plugin setup and have created input actions similar to what is used for other controls, however I can’t seem to get the stick axis or most of the buttons.
Right now when I map generic controller axis 1 I seem to only get the position of the hat switch on the stick. I have tested various ways to map other axis but get nothing when the stick is moved.
Similarly if I map generic controller button 1 I only get an event when the trigger is pressed. None of the other buttons generate an event at all.
I’m guessing I’m missing something really obvious, however there are no docs or tutorials I can find on using a USB joystick with UE 5.5. Everything I have found uses deprecated systems from UE4.
Can you help me get started? I’m sure if I could figure out why I’m not seeing all the stick axis I could get it all running, but I’m stuck right now.
The T16000m has a total of 16 buttons, a digital hat switch and 4 analog axis (X, Y, twist, throttle)
Any help would be appreciated.
Steps to Reproduce
This is a basic question related to enhanced input so at the moment there is no repro case, yet.
Hey there! To read custom things like racing wheels and flight sticks you have two options. One is the RawInput plugin and the second is the more experimental GameInput plugin for Windows, which requires the GDK.
You can use the “showdebug input” command to view what raw input events are being received by the engine, as well as placing breakpoints in the raw input plugin code yourself to debug.
I hope that helps,
Ben
There is no demo project for Game Input on windows at the moment, no, as it is still experimental.
There would be compilation warnings and errors on module startup of Game Input for windows telling you what is wrong with your installation if you need to troubleshoot.
At the moment Fortnite does not support thrustmaster/HOTAS devices in game so you would need to make your own UE project to do this.
Forgot to mention, in the windows game controller control panel the joystick shows as working ok. All 4 analog axis work and all the buttons.
Sorry for my long lag replying. I was trying rawinput and gameinput in my project and couldn’t get either one to work. Then I built a simple project from scratch and rawinput started to work. Still couldn’t get rawinput to work in my original project though, even after double checking the settings between the simple project (working) and full project (not working).
After a lot of banging my head on the table, it appears that having some of the gameinput related plugins turned on causes rawinput not to work. So now I have rawinput working.
I was never able to get Gameinput plugin for windows to work, even after (I think) correctly installing the GDK. Maybe having rawinput and gameinput plugins installed at the same time breaks both of them? I haven’t gone back and retested the gameinput plugin with rawinput disabled yet.
Is there a simple demo project for “Gameinput for windows” I can use to test my installation?
In any case, I eventually want to ship a UE5 game and/or a fortnight game that will use a thrustmaster style HOTAS joystick on PC. What would you recommend as a setup that will allow an end-user to configure the game for whatever joystick they have?