# XBOX Controller Home Button

**URL:** <https://forums.unrealengine.com/t/xbox-controller-home-button/137739>\
**Category:** Community & Industry Discussion\
**Tags:** unreal-engine\
**Created:** [February 6, 2020, 10:53pm UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739 "2020-02-06T22:53:34Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![DreamJob100](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DreamJob100](https://forums.unrealengine.com/u/DreamJob100)\
**Post date:** [February 6, 2020, 10:53pm UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739/1 "2020-02-06T22:53:34Z")

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For Full Controller Support on Steam - they want the game to pause when the XBOX Home button is pressed. Pausing through Blueprints is no problem but I don’t see an option in Unreal’s Gamepad input menu for the XBox Home button. (Glowing white or green XBox symbol button that brings up overlay menu.

Thank you!

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**Author:** ![MostHost\_LA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mosthost_la/32/907035_2.png) [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Post date:** [February 7, 2020, 5:45am UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739/3 "2020-02-07T05:45:38Z")

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It may be worth to note that IF input is sent, input can be read.

[https://wiki.unrealengine.com/Custom…e\_plugin\_guide](https://wiki.unrealengine.com/Custom_input_device_plugin_guide)

However on PC at least, the input isn’t sent. The xbox controller overtakes the game with it’s own interface thing and no input is passed down to the game in my brief testing.  
I’m still digging through it realistically, so maybe I hooked something incorrectly.

check this one too

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

The issue - for me at least - becomes finding out if the controller even registers the button press.

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**Author:** ![DreamJob100](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DreamJob100](https://forums.unrealengine.com/u/DreamJob100)\
**Post date:** [February 7, 2020, 12:57pm UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739/4 "2020-02-07T12:57:04Z")

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I wonder if there is a way not to detect that the Xbox Home Button was pressed, but that the overlay has been added, game window has lost focus…

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**Author:** ![tongucci](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tongucci](https://forums.unrealengine.com/u/tongucci)\
**Post date:** [October 6, 2023, 4:44am UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739/5 "2023-10-06T04:44:01Z")

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That may be the key. The game should pause when it loses focus. Does anyone know how to call when the focus is lost?

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**Author:** ![LETMEPLAYALREADY](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LETMEPLAYALREADY](https://forums.unrealengine.com/u/LETMEPLAYALREADY)\
**Post date:** [October 10, 2023, 1:28pm UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739/6 "2023-10-10T13:28:19Z")

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Hi!  
Resurrecting this thread because I would also need to listen to constrain/suspend events globally. Any advice would be appreciated!

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**Author:** ![Bent\_Vector](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bent_vector/32/1217513_2.png) [@Bent\_Vector](https://forums.unrealengine.com/u/Bent_Vector)\
**Post date:** [December 23, 2023, 1:16am UTC](https://forums.unrealengine.com/t/xbox-controller-home-button/137739/7 "2023-12-23T01:16:01Z")

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Sorry for the very late reply. For Steam at least, you just need to bind this event and check the boolean to see whether it was opened or closed: [ISteamFriends Interface (Steamworks Documentation)](https://partner.steamgames.com/doc/api/ISteamFriends#GameOverlayActivated_t)

I’m still trying to figure this out for the Microsoft GDK…
