SimpleCotroller Questions and Support

What is not working?

The steering wheel does not turn in the game and it detects it as an “unknown device”, neither do the pedals, the buttons are recognized, even the ffb also works

There are two variables for names. Device Name comes from the driver. Controller Name comes from a list of devices I found on the Internet. If there is no name in the controller name, it is simply missing from the list.

Have you tried the demo project? So the one with the UI not the vehicle demo.

Hi!!

I recently bought the Advance Input Device plug in (ID: A2502071221414988)

and was wondering about the possibility to move the cursor other than with the left joystick, to do it with the right one and how it could be possible.

Thanks in advance!

I have already replied to you by e-mail. Here is the e-mail reply:

Basically, the mouse is controlled via two integer parameters. It does not matter where the values come from.

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You can select the axes in the demo project. Instead of 0 and 1, you can enter 2 and 3. This is then the the right stick. The stick values are converted in the demo project and inserted into the Add Mouse Position function. Take a look at the code.

Hey there!
I came across this video recently and figured I would set it up using a DualSense and this plugin. Ofc it didn’t recognize any of the inputs I pressed on the controller. (This is a CommonUI Input Action Data Table)

It is still waiting for an input, and will be for the rest of eternity.

I found some other videos suggesting Raw Input plugin but that conflicts with this plugin and this is just a hell loop. Please help! Is there a way to “convert” the plugin’s input readings into actual enhanced inputs? Or how should this icon change on input change be handled correctly?

My plugin runs independently of Unreal Input system. A few months ago I added functions that allow you to select UI elements. If you are interested in using my plugin download the demo project.

https://www.virtualbird.de/ue4Doku/SimpleController/stuff/SimpleControllerDemoProject_UE427_2.5.zip

You can find several examples in the ControllerUI Map.



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Hello, at one point my Thrustmaster T300 FFB worked as intended. Now no matter what I do the steering wheel either does not have FFB or only rotates left.

Autocenter, always full left no matter the values.
Move wheel, always left no matter if Left or Right selected.

What does “at one point” mean? What has changed? Did it stop working after a plugin update?

Good point. 3.21 works, 3.38 does not. And I’m using UE 5.3.

That’s 33 versions and 2 years in between. Oh boy. I have almost finished 3.39 and will see what has changed with regard to FF. Please try the demo and tell me if the steering wheel can be moved in both directions via point 1 or via positive and negative values in point 2.

Direction X had no effect on anything. Level -1 full right, 0 full right, and 1 full left. Center Wheel does full left. Debugging wheel axis 0 range is from -1 to + 1.

Oh, yes. I heard the same thing from another Thrustmaster steering wheel user. It can only be controlled via the level. I have already adapted the code and will upload a patch tomorrow. But I can’t say yet whether it will work. I’m currently trying to find a cheap Thrustmaster FF steering wheel. If I have one myself I can implement it better.

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Hey so I am using your plugin for a program where we need to be able to have input mapping profiles set up for multiple different possible wheels and also one set up for keyboard. I had things working well but one of the wheels is actually two different controllers when read by windows. This meant I couldn’t premake a profile for it’s set up since the devices would possibly have different connection IDs. The wheel is the MOZA R5 Base with the Moza stalks attachment, though they literally don’t talk to each other and hook into Windows separately.

So I set up code to look for specific device ID’s and then generate a profile off of which device it finds hooked up. My issue is that in a build it is not running the “Find Controller by Device by ID” check at all. It is not even giving back any debugs from finding the “Get Connected Controllers” function or finding Device by ID function. I was wondering if there is anything that could be going wrong in where I am using these functions or if there are any limitations. Also, everything works in editor.

I can give more info or a build if you need via email. I am just hoping there is some tiny thing I missed in the documentation on building with the plug-in or using those functions. I am also fairly new to Unreal coming from 10 years with Unity so maybe I am misunderstanding the difference between builds and editor.

When you tested the build, did you close the editor beforehand?
Do you have a gamepad or something similar that you could test?
Does it work with the demo build of mine?

I have tested with the editor opened and closed (didn’t know that was a thing so I will keep that in mind going forward) and neither help.

I should note I originally had things set up with a pre-made Mapping profile and that worked in both editor and build with both wheels I have (I also have a G920 we commonly account for). But specifically the functions to “find controller by device id” or “find all connected controllers” is not working in the build. The xbox controller I have also is not found by that function in the build but is found in the editor.

Which demo do you have that uses the find connected devices? I previously was looking at the one for vehicles and everything worked in there. I based my original set up on how the profiles were made and loaded off that, but also in my own project I did originally set up a mapping the same way. The issue I am having is specifically an issue with finding connected devices.

I think it is also happening when I first launch the editor. Maybe it is a timing issue. I may be calling things too early and it hasn’t loaded the devices yet? The hard part is there is no error coming up. It is just stopping. Here is my blueprint where I call them from BeginPlay in my main event graph. I know this may not be enough info really. I can send logs from both editor and build if need be.

Device ID is rather unreliable. Can vary depending on the system. If you want to recognize a specific device, I would recommend using the product ID and vendor ID. In my experience, this is 100% reliable.

There could be a time problem but the plugin is actually initialized during the loading of the engine. I think at about 70%.

This is the demo build I mean.

https://www.virtualbird.de/ue4Doku/SimpleController/stuff/SimpleControllerDemoWin64_UE427_2.6.zip

There, the drop-down list in the “Event Construct” of the widget is filled in with the “Get Connected Controllers” function.

Does it work reliably?

Interestingly enough I tested out reloading my same level in the build and all controllers are found when using “Get Connected Controllers” on the second load. I may be messing up things with how I am loading in my pawn possibly and it cannot reliably find the devices in the order I am calling it. I may just need to load the pawn and then find the devices for my set up. Everything kind of happens all at once currently.

I would also call the product and vendor IDs but my main problem was not seeing any connected devices at all. I think in your demo it appears to work in the “Construct Event” every time, showing all my devices. So I may rig up a temp loading sequence to initialize the current input device through a separate manager to my player pawn (we are hiring out UI artists so we don’t have any menus/loading/gui yet.)

Thank you so much for the speedy responses. I will let you know if I need any more assistance or I can’t get things working.

Since you mentioned the player spawn. Is this a single player game?

Yes, this is an educational and safety Driving Simulator.