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WM Input Manager / RAW&XINPUT&DIRECTINPUT Unified INPUT, Runtime Device Mapper -> Updated

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    #16
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ID:	1418051Click image for larger version

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ID:	1418053 version 1.03 has been released with "LISTEN" for input feature,,,
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      #17
      Updated to version 1.04
      - "LISTEN" for input -- for simpler, faster device mapping
      - now you can use Buttons only or Analog only devices for building rigs for example -> separate: Rudder Pedals device

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        #18

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          #19
          New Update 1.05 is comming ,,
          including:
          -- "LISTEN" for Input feature for Quick & Easy device remapping
          -- solved small bug where device MODE1 was not remembered after editor or game restarts ( bug was known for version 1.04)
          -- updated UMG by checking buttons to be ISFOCUSABLE = FALSE by default to avoid some unwanted widget interaction with native UE4 XBOX360 input when remapping.
          Now, everything works properly
          Last edited by Rapid_Wirehead; 02-11-2018, 11:19 PM.

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            #20
            Update v1.06 has been released

            Fixed bug when button press was unreliable, laggy, slow responsible , when you had two gamepads assigned to one player & on one of theese gamepad you did mapped button input to "NONE" & on second for example "FIRE"

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              #21
              WM Input Manager is in pending update state to version 1.07 for engine versions 4.17,4.18 & also for latest UE 4.19. Please be patient until epic will test & review plugin for 4.19 & push it to be live.

              - fixed trouble found in v1.06, when device was connected, disconnected , changed settings or pressed button first time... it was triggering ON BUTTON RELEASED events for all HID Joystick Buttons.
              - plugin has extended to 42 Buttons Keys & 20 Axis Keys from previous 32 Buttons Keys & 12 Axis Keys to allow to use more complex device rigs.

              You can still enable this - > by going to ProjectSettings/WMInputManager Settins/ bENABLE_AUTO_BUTTONS_RELEASE = true;
              by Default it is set to -> disabled
              Last edited by Rapid_Wirehead; 03-23-2018, 01:15 PM.

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                #22
                version 1.08 is in pending file update.
                - added devices registration check to avoid devices not getting registered in some cases when multiple instances of UE4 are opened or instance of UE4 is closing in background while opening new instance
                - quick fix for version 1.07 where DefaultSensitivity was accidentaly swapped with DefaultDeadzone.

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                  #23
                  WmInputManager has been updated to version v1.09

                  - fixed throwing crash log when exiting game in shipping build.

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                    #24
                    Product has been updated to new version v1.12.
                    - added automatic feature to cancel input events for forbidden , detached devices from system during gameplay.
                    - fixed a little hidden bug,, some values sometimes wasnt changed correctly when reassigning device to specific playercontroller.
                    - code cleanup & preparing for next versions which will include support for more types of devices than Joysticks&Gamepads
                    Last edited by Rapid_Wirehead; 02-12-2019, 08:27 PM.

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                      #25
                      WorkInProgress for next future release v 1.13 :
                      - Adding DirectInput wrapper to get full FORCE FEEDBACK support
                      for force feedback enabled devices.
                      - Adding vibration controlls for XInput enabled devices.
                      Force feedback & vibrations will be available to controll for each player & device independently via runtime user mapping simmilar to axis & button mapping.

                      Plugin will be now Raw/Xinput/Directinput enabled ! (ALL_In_One)
                      Last edited by Rapid_Wirehead; 02-17-2019, 01:48 PM.

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                        #26
                        WM Input Manager version 1.12 for 4.22 has been uploaded and is live at Epic Marketplace.
                        Last edited by Rapid_Wirehead; 04-05-2019, 03:05 PM.

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                          #27
                          for those who is waiting for WM Input for 4.23 , it's comming in next few days, please be patient.

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                            #28
                            So I'm having an issue with getting Axis Inputs that are different across multiple input hardware. For example I'm trying to map basic flight controls to a Warthog HOTAS and CH Pedals setup. When I use the WM UMG to inspect the axis they all seem to start with Axis 30. In the attached images you will see they are all showing up and cross mapping to other device inputs. I only have one of the respective inputs mapped to each axis and they still cross control other inputs. Any help would be greatly appreciated. It's probably me looking at it for too long and a simple solution, I hope.

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                              #29
                              Originally posted by ParticleMann View Post
                              So I'm having an issue with getting Axis Inputs that are different across multiple input hardware. For example I'm trying to map basic flight controls to a Warthog HOTAS and CH Pedals setup. When I use the WM UMG to inspect the axis they all seem to start with Axis 30. In the attached images you will see they are all showing up and cross mapping to other device inputs. I only have one of the respective inputs mapped to each axis and they still cross control other inputs. Any help would be greatly appreciated. It's probably me looking at it for too long and a simple solution, I hope.
                              ////////////////////////////////////////////////////////////////////////////////////////////////////////////
                              Maybe you didnt understand design of WM Input manager,, so I am gonna explain you better. Understand that,, HID Joystick Axis A:1 is always by default Axis 30 , HID Joystick Axis A:2 is for 31 for each device as standard mapping for Generic Gamepads and XBOX controllers

                              To do the correct rig,, you have to create new input for your pedals, name it Pedal Throttle, Pedal Brake ..etc and pick HID Joystick Axis::8 & HID Joystick Axis::9 for example

                              Then you have to inside UMG set NONE input which are crossing and map pedals to Axis::8 & Axis::9. Its easy to understand,,, just try to play with it.. Its not possible to make this automatically,, so user will need to do a quick configuration before he start playing with devices RIG because all of them can be tottally different . Also avoid using UE4 GAMEPAD -> for example Gamepad FaceButton etc,, this will fire multiple inputs & youll get into trouble.... Just use only HID Joystick.

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