Since there is no questions category at Fab, I created this thread to replace it. This is exclusively about this plugin: SimpleController | Fab
Hey!
Iâm currently trying to get DualSense trigger force feedback effects using this plugin.
However the âCreate Force Feedback Effect Constantâ doesnât work and outputs the error âDevice not found or device donât support haptic.â.
When I use âBreak Device Infoâ, it returns false on âHas Hapticâ and âHas Rumble Triggersâ. It returns all false on âBreak Device Force Feedback Infoâ
Force feedback works on this same controller on your Demo Project Build.
Any help would be greatly appreciated!
That is correct. âHapticâ is force feedback that you have with steering wheels or joysticks, for example. âRumble Triggerâ is rumble in the triggers. The newer Xbox gamepads have this. The PS5 Dualsense gamepad has much more complex triggers than just on and off and corresponding functions in the plugin to control them. Example:
Take a look at the dark yellow area in the demo project:
@Socke81 Hey I have a multiplayer game, Iâm initializing the controller in game instance the issue is when the game is first launched the controller doesnât work i have to restart the game and only then it works?
Do you have any pointers on this?
What exactly do you mean by âinitializing the controllerâ?
Hi there, This plugin is awesome and very empowering.
Iâm a little stuck. I used a delegate as shown in the example project for Axis movement. This only updates with the value of the axis changing, causing very jerky movement and complete stoppage if the stick is held at the same value. This lead me to the documentation when I saw the Async events but there are no examples of how to implement these. I hooked them up to my begin play but theyâre not working at all. Iâm missing something simple Iâm sure but can anyone tell meâŚ
How to have that axis delegate update with regularity?
How are the Async nodes used?
Thanks in advance.
I inserted the following into the level blueprint for testing and it worked.
I donât know what I should write in the documentation. But I am open to suggestions.
You can also use the event delegates. Simply write the values in variables and read them out again in the tick event. Then it runs synchronously with the frame time.
Thank you for the speedy response, it is working fine for me now in my player character BP. I need to introduce a dead zone (if you have any pointers here, Iâd be grateful) but itâs working smoothly. I didnât have it hooked up correctly.
If this statement is accurate perhaps just add it to the docs? âAsync events only need to be fired once. The Axis Async Event will exhibit the behavior selected in the trigger enum. Other Async events will fire when the value has changedâ
There is a video in the docs that shows the async nodes. I even made a mistake there. Probably the same thing happened to you.
The video also shows how the death zones work. But I have to mention that they donât work because of a bug with the async events. But I created a patch days ago. It will take some time until it is released because of the Fab thing but I think it will be released this week. I can also send you the source code by e-mail if you send me an e-mail with your order ID.
Iâve put a deadzone work around in until the patch goes live so that should be okay. Thank you for the offer. Awesome support.
Does the plugin allow access to the Dual sense speaker?
Since it only works if you connect the gamepad via cable and I donât know how to assign the sound device to the gamepad if more than one controller is connected, I didnât implement it. But I get the request more and more often. Thatâs why Iâm adding it to my todo list now.
Patch should be online now.
Hey Socke, Awesome plug in! In a multiplayer game, when initializing the controller logic, how can we differentiate player controller 1, 2, 3, 4⌠?
The âConnection Indexâ variable is a sequential number. The first device has a 0, the second a 1 and so on.
So quick question, i was previously using an older version of the plugin for a PC flight stick project which required an âinit controllerâ and another node on event end play within the gamemode to shut off the connection to the flight stick.
This worked but since updating and those node so longer existing the flightstick still works on first launch but wonât be detected if i try to play in editor a second time. I need to restart unreal for the connection to the stick to happen again.
Is there something additional that Iâve missed in the setup when upgrading to plugin version 3+?
The plugin is now only started once when the engine starts. The axes and button events should still work. Do they not? If it is only about displaying all connected devices when starting the game you can use the following.
No So currently none of the axis or buttons work at all unless the controller usb is disconnected and reconnected. It seems like first time the game launches and the usb is connected the flight stick will work but afterwards unreal needs a reboot.
Can you reproduce this with the demo project?