Playstation Controller mapped to a specific Actor

Hey everyone,

I am trying to use my Xinput controller to rotate a 3D cube actor, super simple but I’m super stuck.

I got this far:


I mapped the joystick in the input nodes for a 2D vector,
but I’m not sure how to get it working for a specific spawned blueprint actor.

I want it to only rotate one thing in my scene.

Any tips?

Thanks a lot

  • the nodes are not connected
  • can we see the actual input? it can go into the specific actor, at least for now

I did not figure out what should I connect them to, here is where I got stuck.

If my 3D Cube blueprint already exists, how do I combine this mapping context and the Cube 3D coordinates? (rotation mainly for now)

these are the mappings I created:

Thank you Everynone!

Begin Play will do for now. Perhaps it’s not a bad idea to watch a basic tutorial or have a look at the docs:

You need to USE the Input Actions you’ve created. Either inside the actor or in the Player Controller and send notifications to the actor you want to move. I mean, open any template - every single one of them has it all hooked up - study it if working with real examples seems better than reading docs or following tuts.

You need your controller to posses the actor if it’s not done automatically by the game mode.
Pull out a pin from the return value of get player controller and type in posses, you should then get the node. Pass in the actor via reference that needs to be possessed.

Also your add mapping context needs to be hooked up to somewhere like a begin play node.

You have add the logic to the pawn you want to possess. So it needs to implement the input action IA_MoveBoth and use that action to drive the pawns motion or do a specific action via a function / macro

Thank you for this, I did look through tutorials first but no luck,

Now I tried with the templates but I am still missing a key piece which I can’t figure out.
Maybe it’s just my joystick? though the mapping works so I am not sure what blocks it in gamemode.

I went as basic as possible:



With/without triggers, no response.

Apologies if this seems as like I’m not digging enough but I really am looking around and trying all the combos.

If this is not a Pawn (is it?), you must enable input for this actor:

If it is a Pawn but is un-possessed, it should be possessed.


Could you specify what this actor is, and whether it’s possessed. This bit is critical.


The entire setup for a non-Pawn actor:

Pawns already process input, so enabling is not required.

As of now I am using the 3rd person template trying to get how it’s working,
but I’m not able to figure it out yet.

I’m just copying the logic of the template to my joystick, though it’s recognizing the buttons in the settings, nothing happens in game mode.

Can you get a non PS controller input working? Like keyboard?

Oh yes! and now I realize also what happened:

When pressing play, it won’t take my actions into account until I click the screen with my mouse cursor.

That’s what I missed.

The rest is super simple as everyone suggested,

Is there a way to overcome that step?

Thanks a lot for guiding me and helping me, it’s so kind of you.

On Begin Play:

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thanks a lot! now I know.

For anyone who wants to know how to remap the mappings in runtime, here is a good tut:

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