Lemontree Softworks - Enhanced Raw Input - Support for all Windows game controllers

Unfortunately, I can’t reproduce that right now.

How do you determine that MessageHandler->OnControllerButtonPressed() is not being called, via breakpoint?
And how do you process the inputs further via ‘Enhanced Input’, and is the ‘Completed’ trigger not being executed there in the corresponding event?

I used UE_LOG for check the pressed and relased.

Yes my Completed is not called and the Ongoing continu to be triggered, then in show debug the button state have the right value

Thanks, for the response.

Yes, you’re right, found the issue. Bug fix is underway, should be on Fab at the beginning of the week.

1 Like

Hey. The demo project worked for me, but when I try (after enabling ERI in editor plugins) to include Windows/EnhancedRawInputWindows.h in my c++ files, it doesnt recognize it. Did I miss a step? Ive also added InputDevice and EnhancedRawInput in private dependency module names.

Are you using Visual Studio?
Visual Studio (IntelliSense) has problems to detect includes in the Plugin Folder, try this workaround: Visual Studio 2022: Add include path for IntelliSense

Hi

I think I’ve found a slight bug but it’s hard to tell if its just my joystick or something general as I don’t have another joystick to test with. Joystick is quite old it’s a Thrustmaster T.Flight Hotas X.

If I add a device configuration in the plugin settings, everything works fine. If I restart the editor the 'Rz’ and ‘slider’ axis’s no longer work. I can see the the axis input working via ‘showdebug enhanceddrawinput’ but the value doesn’t get picked up in my C++ code anymore. All the other axis work fine, although I don’t have an Rx/Ry axis so that might not work aswell.

I can delete the device configuration, re-add it and it works again, until I restart the editor.

As it turns out it’s not such a problem for me as I can have everything working without a device configuration, I was previously just using the raw input plugin until 5.6 broke it so I had to capture the input and change the axis to -1 to 1 rather than 0 to 1 but it seems your plugin does that for me if I leave everything as default without a device configuration.

Hello,

Thank you for your feedback.

After a quick test, I’m afraid I can’t confirm that. I don’t have the same joystick, but it works with mine.

Could you please send me your exact device configuration so I can reproduce the issue?

How do you process inputs, with Enhanced Input?

Have you tried testing it with a new, clean minimal project?

You are welcome to send me this information by email. You can find my address in my FAB profile.

alrighty

just tried a clean project by using the 3rd person blueprint template. Same problem.

Here’s the device config:

After creating the device config I added the RZ axis to the mouselook in the enhanced input context, here’s a video where you can see it working:

https://youtu.be/c1XudadJ3b4

then I’ve restarted the editor and now the mouselook doesn’t work, you can see the RZ axis capturing the values in the debug printout :

https://youtu.be/yMTaH9sLQp4

If i delete the device configuration the axis starts working again without me restarting the editor.

Its an odd one :slight_smile:

As it turns out though I don’t need the device configuration everything works fine without it so I’m happy.

It works for me with these settings.

What I noticed:
You have the axis in the ‘IMC_MouseLook’ context, but have you also defined the axis in the ‘IMC_Default’ context?
You can only use an axis in one context (restriction of ‘Enhanced Input’). If an axis is defined twice, only one event (usually the context that was initialised first) will be used.

Have the axis value output from the other context, e.g. via print. The axis should work there.

alrighty

Nah I just added it to that one context, I didn’t really do anything else with it other than add it to a starter template to test it wasn’t my project.

On my project its only assigned in one context.

I wouldn’t worry about it, it’s probably just my old ■■■■■■ joystick and everything seems to work without a device configuration so it’s not really a big issue for me :slight_smile: