Support for Obtaining stick values / input mapping in verse

Request: API Access to Raw Analog Stick Axis Values in Verse

Verse currently lacks an API for retrieving raw analog stick axis values from gamepad input (e.g., GetAxisValue("Gamepad_LeftX")).

Right now, we have no way to access right stick values, and the left stick can only be read indirectly through input control device - which results in choppy, non-analog response. Having native access to these values (or Unreal’s Input Mapping functionality) would make gameplay feel significantly more natural and open the door to a wider variety of mechanics.

I understand true axis mapping isn’t feasible for keyboard input, but a mirrored digital mapping option (mapping analog stick axes to WASD/arrow keys) would ensure cross-device compatibility while still allowing smooth analog response for gamepad users.

Proposed Implementation:

  • Expose stick axes via Verse’s input system, similar to Unreal’s InputAxis mapping.
  • Example syntax:

verse

CopyEdit

var lx := Input.GetAxis("Gamepad_LeftX")
var ly := Input.GetAxis("Gamepad_LeftY")
var rx := Input.GetAxis("Gamepad_RightX")
var ry := Input.GetAxis("Gamepad_RightY")
  • Maintain parity with Unreal’s Input Mapping Context so axes can be remapped in the editor.

Without axis-based input, developers must rely on discrete digital keys - which produce non-proportional movement and are limited to the left joystick. Axis access is a core building block for high-quality, responsive control systems.

Please consider including this in the upcoming “Input Mapping” feature mentioned in the Q3 Trello pipeline.

If anyone in the community has a workaround for retrieving right stick values, I’d be happy to discuss!

Cheers,
Bdawgs