# Making an arcade cabinet version of a game

**URL:** <https://forums.unrealengine.com/t/making-an-arcade-cabinet-version-of-a-game/405508>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE4, Blueprint, question, CPP\
**Created:** [September 26, 2017, 2:57pm UTC](https://forums.unrealengine.com/t/making-an-arcade-cabinet-version-of-a-game/405508 "2017-09-26T14:57:07Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![bigpapaleo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bigpapaleo/32/721842_2.png) [@bigpapaleo](https://forums.unrealengine.com/u/bigpapaleo)\
**Post date:** [September 26, 2017, 2:57pm UTC](https://forums.unrealengine.com/t/making-an-arcade-cabinet-version-of-a-game/405508/1 "2017-09-26T14:57:07Z")

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Has anyone set up an arcade cabinet for their game? My plan is to build the cabinet and put a PC in it to run the game. Use an old LCD and speakers for the display.

Controller inputs is where i’m stuck at. I found this site that sells a board with a USB [http://www.ultimarc.com/ipac1.html](http://www.ultimarc.com/ipac1.html)

Has anyone set up a custom controller for a game? How would you tell the engine that it needs to receive these inputs?

Thanks!

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**Author:** ![anonymous\_user\_eaf1bdec1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_eaf1bdec1](https://forums.unrealengine.com/u/anonymous_user_eaf1bdec1)\
**Post date:** [July 14, 2018, 1:44am UTC](https://forums.unrealengine.com/t/making-an-arcade-cabinet-version-of-a-game/405508/2 "2018-07-14T01:44:15Z")

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I myself am trying to accomplish this at some point. I figured it would be fun to build an arcade cabinet of my own game. I have absolutely no experience with building arcade cabinets or even wiring electronic components, but I have recently discovered that the Arduino platform has a basic support for the unreal engine and I plan to explore those options before learning more about actually building a cabinet. It sounds like something that might help you out as well, figured I’d share. Best of luck!

[https://forums.unrealengine.com/community/community-content-tools-and-tutorials/39739-ue4duino-arduino-to-ue4-plugin-release](https://forums.unrealengine.com/community/community-content-tools-and-tutorials/39739-ue4duino-arduino-to-ue4-plugin-release)

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**Author:** ![anonymous\_user\_07c2740e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_07c2740e](https://forums.unrealengine.com/u/anonymous_user_07c2740e)\
**Post date:** [July 14, 2018, 1:47am UTC](https://forums.unrealengine.com/t/making-an-arcade-cabinet-version-of-a-game/405508/3 "2018-07-14T01:47:18Z")

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your right hehe yay

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**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [October 21, 2026, 4:12pm UTC](https://forums.unrealengine.com/t/making-an-arcade-cabinet-version-of-a-game/405508/4 "2026-10-21T16:12:14Z")

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ipac boards show up as a plain usb keyboard so the engine needs nothing special, just map those key inputs in project settings input like any keyboard. test with notepad first, if keypresses land there the engine will see them too. seperate problem is the cabinet pc itself, it should boot straight into the game and survive visitors.

you can also try Kiosk Lockdown Toolkit, a kiosk mode plugin for Unreal Engine that locks down the cabinet with keyboard filtering, run at startup and a watchdog that relaunches after a crash: [Kiosk Lockdown Toolkit — Block Alt+Tab, Win Key & Taskbar for Kiosks | Fab](https://www.fab.com/listings/c91c6583-6eea-412b-ae64-248ddd69f731)
