I am using version 4.8 and cannot for the life of me figure out how to get my gamepad to work with my inventory. I am using an Xbox controller and am able to play in the game and even open/close the inventory but I cannot figure out how to set it up so that I can navigate through it let alone use or drop an item.
I have been stuck on this for awhile now and cannot seem to find anything that helps. I have tried to use the Set keyboard Focus but I don’t truly understand how that works so I don’t know if I am using it wrong or what. Any advice would be greatly appreciated.
This is a sample of how my inventory is laid out. I need to be able to move around to each item to make a selection. I can also move items from one slot to another but that is not as important right now.
The second image shows what options you have when you right click on an item. I am using the Blueprint Inventory System from the marketplace in case that helps anyone as well.
I am Bumping this because I know there are people with the same issue and someone must have some sort of advice. Not looking for a handout just some help pushing in the right direction.
Apologies for the delayed response. One of our developers actually just posted a project on the forums regarding controller support and UMG if you haven’t had a chance to check it out, you can find it here:
He also says in the post that better support for classic controller input is high on the list for UMG, but that it’s going to take a lot more time to incorporate.
Also in the mean time, I’m attaching another project which includes an alternative way to manipulate UI with a little bit of extra Blueprint Script. The attached project illustrates a pause menu that can be navigated with the Left Thumbstick and a Wheel Style Inventory Screen also navigated with the Left Thumbstick.
The work around is by getting the Axis value of the Left Stick and using that to drive what is highlighted through UMG (in the case of the Pause Menu Axis Value > 0 being Move Up and Axis Value < 0 being Move Down to drive what is highlighted). A similar approach is used for the wheel style inventory menu getting the Y axis value and comparing it against the X axis value and moving the highlight accordingly.
For your example, in a grid-based inventory, you could use the X and Y axis values to move up/down left/right the currently highlighted option. I’ll try to attach another example for this in a separate post tomorrow.
Thanks for the response and I will get to work on this and see how I do. Since I have been trying many different ways I am currently working with the Wheel style inventory since that was the one I was able to make some sort of progress with so far.
If I can get this working then I will make sure to respond and even post what I have done so others can see and work with it as well.
Awesome man. Yeah, our team here is aware of the challenges with controller support for UMG and is on the priority list to tackle. Having said that, there are ways around it that you can still use the controller to navigate the UI.
While not perfect, the project I posted works in a wheel type inventory setup and you get kick back through Blueprint Script the currently highlighted object to which you can then perform whatever action you want to occur.
If you get a chance to take a look at the project when you play in-game, Back Button will bring up a pause menu while Start Button will bring up the wheel menu. Now, this was just for demo purposes and there are still some issues with it (I didn’t check to see if one or the other menus is open first before allowing you to open either, so you could have both on top of each other). But this should give you some ideas on how you can approach it.
Please let us know if you have any additional questions regarding the setup or methods you can use to get your controllers to work with your UI.