Rafael Valoto - GamepadCoOp Unreal 5.2 ~ 5.6

:sparkles: Key Features

  • Centralized Management: Access all connected gamepads through a GameInstanceSubsystem (UGamepadCoOpManager), ensuring a single point of management throughout the game’s lifecycle.

  • Dynamic User Remapping: The core feature of the plugin is the ability to dynamically remap an FInputDeviceId (physical device) to a different FPlatformUserId (game user) at runtime. This allows for easy implementation of player or profile swapping.

  • Connection Monitoring: The plugin automatically detects gamepad connections and disconnections, providing delegates for your game logic to react to these events.

  • Event Delegates: Respond to important gamepad lifecycle events:

    • OnGamepadConnected

    • OnGamepadDisconnected

    • OnGamepadUserChanged

  • C++ and Blueprint API: Designed to be fully accessible in both C++ and Blueprints, allowing for flexible integration with any project type.

Hello, firstly this plugin looks awesome thank you!

For my use-case I was hoping to make use of the ‘get all gamepads’ node, but if the game starts when controllers are already connected, they aren’t included in the array. Only if you turn them on / off and back on after gameplay starts does the ‘get all gamepads’ array include them.

Is there something I’m missing here? A way to refresh it?