Prevent game controllers from moving the cursor/focus in editor windows [ Feature Request ]

This has long been an annoyance to me. Why is there no option to prevent the editor from accepting game controller input in the interface and moving the focus cursor/area? I enjoy using my game controller to move through the 3d viewport (it’s even better now that we FINALLY have an option to invert the Y axis in the editor). But if focus is outside the viewport, moving the stick will actually move keyboard focus & those white dashed lines. I find this incredibly annoying. My xbox360 gamepad left stick’s resting zone has grown over time and is now larger than UE4’s idea of the deadzone (which also can’t be changed at all). This can cause the cursor to constantly be moving in a certain direction, and do very irritating things like constantly un-selecting an input box immediately after I select it to type, moving focus to the wrong option on a drop-down list right before I chose it, deleting things, or even changing an option by mistake that causes the editor to need to restart and recompile shaders.

I thought I had found the issue in question in the source code, and tried compiling after deleting
Engine\Source\Runtime\Slate\Private\Framework\Application\AnalogCursor.cpp and Engine\Source\Runtime\Slate\Public\Framework\Application\AnalogCursor.h. The engine actually compiles and runs without any issues, but still reacts the same way to the controller, so I don’t know what the hell those files do.

Regardless, even if that strategy worked, it would be soooo much nicer to add a checkbox to prevent the editor from accepting, or at least reacting, to game controller input in the menus and windows.

Hi,

There isn’t a general setting; but almost all widget parts (buttons, sliders etc.) have an option called “is focusable”. Uncheck that to prevent the widgets from consuming gamepad and keyboard input.

Thanks for the response. Where would I find this option? Is this in source code, or an option in the editor?

It is in the editor speciffically inside the wodget blueprint itself click on your ui button and in details search for isfocusable