Unable to watch the input value from my PS4 controller

I was scripting for my pawn movement system, but when I tried to watch the input value from my PS4 gamepad, it doesn’t show anything, or maybe I’m looking at the wrong place?

Would anyone help?

I’ve did some test, so the input value should be a float number ranging from 0 to 1.

And then my Editor just crashed… LOL, anyway thanks to the auto save function. I think it’s not due to my main topic here.

Are you using the gamepad events to output your information? If not, you can use any of those events to get info on any gamepad controller. For example : “Gamepad Left X” gives you the x axis value of the left joystick of your gamepad.

Then use the “Print String” function to display it on your screen if you need to.

You can also use the console command “debugshow input” (or it might be showdebug don’t have editor open to check right now) to get some control information that includes the current value of each input.

Thank you guys. I know it’s dumb but i just realized only the instance i put in the world directly can be debugged easily. I was using one that is spawned by the game using preset, and it’s only a instance, which my blueprint is the root. I kind understand how it works now. Thank you anyway.

showdebug input is a great thing, thanks for posting it.

Sadly what it’s showing me is that my HOTAS usb joystick is not inputting correctly… right stick X is showing up as left stick Y, and none of the other axes are showing up at all.

At least is showing something to you. I have a usb genius MaxFighter F-17 joystick and nothing happens when I push the buttons or move it. Does anyone have a clue about this? Is there any recommendation?

Hi jonathanmv,

For flightsticks, please have a look at this plugin on the forums: 3 New Plugins - Joystick/HOTAS Support, Blueprint Easing Functions, Saitek X52 Pro - Blueprint - Epic Developer Community Forums. Thank you!

THANKS! I was desperately looking for the ps3 controller support in unreal and couldn’t find anything.
showdebug input did the trick! :smiley:
PS: remember to press something to see its effect!