POV hat for T.flight hotas?

Does that help?

If not you have to go native with c++ (maybe even BP on player controller) and map out what the hat buttons are.

Theoretically just overwriting onkeydown and doing a printstring of the key name should get you the values you want.

However if you cannot select what is printed out within the Input options of project settings you have to manually set up what they do from the key down override.

You check that they match what they should, and you call an event manually for them.

Would perhaps be better to directly start by tying the events to a BPinterface you can then just implement elsewhere without too much of a problem.

At that point from the override of key down you check that the controlled pawn implements your interface and you send the interface call if it does.

Always return at the end or you essentially “consume” all inputs.

You can find full on tutorials showcasing how to do this when implementing gamepad into the UMG stuff.
It’s the same theory, just done on the controller instead of inside UMG.