Issues whit the revinding of axes of an steering wheel

As soon as I trigger the rebind, the behavior you see in the video happens automatically.

I used this tutorial for the rebind, but since it wasn’t detecting the axes, I used this plugin: GitHub - JaydenMaalouf/JoystickPlugin: Native Input Joystick Plugin for Unreal Engine 4/5 · GitHub

I can show more screenshots or videos of parts of the code, but as you can see, this is happening, and I don’t understand the how or the why, because it shouldn’t be behaving this way.

2026-10-08 12-00-15.mkv (12.8 MB)

What the video is doing is the analog listen starting already hot, not a bad mapping asset. A steering wheel axis is never “up”. The key selector from that Enhanced Input rebind tutorial treats any axis past a tiny threshold as the chosen key, and a wheel (or the extra axes from JoystickPlugin) is constantly off zero or jittering. The selector accepts an axis the instant the rebind opens, writes it, and the next jitter looks like the binding is rewinding itself.

Four things stop that:

  1. While the selector is open, stop feeding that mapping to the vehicle. Pull the mapping context, or gate the throttle/steer with a bool. Otherwise the capture also steers, which is the rewind you see on screen.
  2. Do not accept the first analog event. On Key Selected, ignore Axis1D until the value has moved past about 0.5 relative to a sample you take when the selector opens. Pedals often rest at -1 or +1, so an absolute threshold will fire immediately. Buttons can be accepted as-is.
  3. JoystickPlugin registers the same physical axis again next to the device Enhanced Input already sees. The selector then grabs whichever copy twitches first. Turn the wheel with the plugin disabled and watch the input debugger. If the axis still shows up, drop the plugin for this device and let Enhanced Input own it.
  4. A saved mapping is a key, not a direction. If the wheel comes out reversed, add a Negate modifier on the action. Rebinding again will not flip it. Also tell the selector to ignore mouse axes, or moving the mouse during the capture steals the binding.

If you paste the widget graph around the Key Selected event (the node that calls the user-settings apply), the exact pin to gate is easy to point at. The behavior in the clip is “listen starts hot”, not a broken input action.

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The point is that I’m doing this so you can connect any steering wheel; however, as things stand—unless there’s a solution I haven’t managed to find—the enhanced raw input system requires you to manually enter the serial number for each device. The plugin detects devices automatically, so that process is no longer necessary.

I’d prefer not to have to remove it; I’ll try everything you suggest and get back to you with the results.

I have been fighting with this for weeks now and I am slightly desperate, not gonna lie.

a wheel axis never sits at zero so the selector grabs it the instant listening starts. add a small arm delay before you start listening, require the axis to pass a deadzone, and pull the vehicle mapping context while the prompt is open so jitter doesnt write itself. dont start the listen on the same frame as the click. you can also try Advanced Input Rebinding System, a rebinding toolkit for Unreal Engine that listens for wheel axes without instant false captures: Advanced Input Rebinding — Enhanced Input Key Remapping, Profiles & Cloud Sync | Fab