I finally reach that top on my patience, I have been working for a while in project now, but for some reason my current particular project become very tough this time, but not for me or the project it self, because the engine,
This is my history:
I have to create a project (can’t talk about it) with some requirements:
1.- Volume recognition with microphones
2.- Matrix projection offset for some effects
3.- Multiple game pad controllers without split screen
ok, now lets have a long chat, for the first point I am able to do that for 1 microphone looking into the FVoiceModule, which was very easy, but PUM, someone hardcode the microphones for windows just to “1” , my solution, I rewrote the whole module with DirectSound, and now I have multi microphones. take that!!!
Now for projection matrix, I was following this thread: Howto modify the projection matrix - Programming & Scripting - Unreal Engine Forums, some kind guy posted his code, it does not work for 4.14.3., but I fixed and re posted again for the community, BUUUT once again was a pain in the ***, because someone in epic decided do all the matrices private, my solution I modify constant matrices values with the pointer access!, TAKE THATTT!!
but now my current problem, Long time ago a wrote a plugin for raw inputs, with directinput, so apparently this was solved long time ago, but o ****, once again, someone decided hardcore the number of devices to 1 for desktop, I am calling this function inside my custom device plugins: MessageHandler->OnControllerButtonPressed(EKeyArcadePad::getButtonIndex(i).GetFName(),i, false); or also with this: FSlateApplication::Get().OnControllerButtonPressed(EKeyArcadePad::getButtonIndex(i).GetFName(), i, false); in the past this works perfectly, but not now, I now is working UE_LOG(LogTemp, Log, TEXT(“Button Pressed! %s, Controller ID: %i”), *EKeyArcadePad::getButtonIndex(i).ToString(), i); its printing well my interation number through my controllers index, but never reach my custom input even inside my third person character. (player index 0 is always binded to keyboard for eveeer!!)
Seriously guys, I know its because my problems are not necessary for videogames in windows, but I do not understand why you set a whole studio in Montreal for enterprise, if you are building HUGE walls for that kind of development
BTW: I am very happy with the engine, but this kind of violence for the enterprise developer some time make me crazy
Hope somebody appreciate my words, and you guys decided remove that restrictions in a close future