input device for gamepad 0 is the same as KBM, is there a way to separate them?

in short, when querying the IPlatformInputDeviceMapper (be it on C++ or blueprints), the first gamepad connected to the computer gets the same input device id as keyboard and mouse, further, when asking the input device subsystem for the hardware identifier, it only shows as keyboard and mouse and nothing else…

Is there a way to directly have access to all connected input device hardware and assign their input device ids by hand? the default unreal implementation clearly fails to do so properly.

You can test what I’m saying using this bit of blueprint code below:

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I am encountering the same roadblock, did anyone find a solution to this? Is there any way to make Unreal Engine recognize the keyboard and mouse as a separate input platform?

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