Is this possible? The game I am designing will not have a mouse, and is aimed for gamepad use. Is it even remotely possible to switch between buttons by the use of axis inputs, and the Dpad? This will really set my game back if there is no way. Also, I am not a programmer by any means so my only tools are Blueprint.
I’ll start by saying I haven’t tried. But I imagine you can just use input events in the HUD and highlight the relevant elements while storing the element for what happens when the user pushes the accept button and so forth. That is, if there isn’t functionality already there.
Hello,
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Thanks, I already have the gamepad working, the problem is using the hover feature in UMG with Gamepad inputs. In other words, I would like to activate the hover state of a button while toggling between the New Game, Continue, and Exit buttons and press a button instead of clicking
Ok, then set your input actions for gamepad as for mouse and use them to bind your events and it would be ok.
Hey!
Did you get this to work? Would be great if you could kindly share your solution.
Well, just set up your inputs to that when special face button bottom is pressed, it trigger it. You obviously need some sort of selection system unless you add a cursor that the gamepad can control.
Just an idea as I have thought about this too.
I VERY quickly made this and didnt test it but with more work it should easily work.
Make an Enum for each menu that holds each button, New game, save, ect.
In your PlayerController(probably) create a selection variable with an INT type.
Then in the widget get that selection number and convert it to a byte then to an enum(never tested this to see how it works before but im sure its basic) you’ll also have to make some sort of max and min for the selectionIndex INT or else you end up having nothing selected.
Say when you push up on the D-pad it increases the selectionIndex(maybe add a “doOnce” node with a very small delay to reset it so it doesn’t fire really fast and makes stuff hard to select)
This should change the enum of the widget to a different button. That button should be highlighted or whatever do want it to do, then it’s checking a branch to see if the action button is pushed(which should be getting from the character unlike mine), if it is pushed then do whatever you would normally do on a click event!
The SetEnabled is really just to show you what button is highlighted(You should reverse what I have probably).
On a side note each time you go to a different menu you might want to cast back to that player controller and set the selectionIndex to 0.
Good luck and let me know if it works! (I’ll probably try it anyway, maybe make a quick tutorial)
EDIT: Ignore that “GamepadMenu Image,” I saved it as the wrong one Look at the one with more stuff on it haha