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

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

    Click image for larger version  Name:	wm01.jpg Views:	3 Size:	304.0 KB ID:	1418048Click image for larger version  Name:	wm02.jpg Views:	2 Size:	302.5 KB ID:	1418049image_124817.jpgClick image for larger version  Name:	image_122506.png Views:	3 Size:	498.7 KB ID:	1410899
    Overview :

    Realtime visual RAWINPUT/XINPUT USB Device Manager. You can use any HID-Compliant Gamepads/Joysticks as your input device with the ability to visually use, remap, configure, debug, assign device to specific a player (PlayerController) during gameplay with pre-built UMG menus included in package.

    It detects controllers with visual events Plug&Play functionality implemented inside the manager. All Devices have their own memory which memorizes 2 device modes that the developer or player can configure during gameplay.

    If your device is plugged in it will automatically list your device in WM_InputManagerUMG & will read all possible inputs and give you an options list for you to easily remap or configure.

    Each WM_Controller Input key will list all ACTIONS in which they are used.

    Each device will automatically autodetect axis type on first connected. Detects if axes are pedals 0-1 range or -1 1 or inverted. Configure , sensitivity, deadzone with magnitude, "Auto/Reset" button for axes.

    You can make your own visual templates for SteeringWheel , FlightStick etc.

    ManagerUMG will list for you all used WM_Controller input keys with corresponding bound actions & combo options to pick target input path you wish.

    WM_InputUMG must be added to Viewport inside GameMode because you have global control over devices while configuring so don't do that in PlayerController if you are creating more local players.

    It is a perfect solution for Local Multiplayer Games to allow players to quickly assign device to specific a PlayerController.


    Features:
    • players & developers can remap Device Input paths visually during gameplay(shipping = OK)
    • All Devices has 2 configuration modes saved in memmory using savefiles and folder (Saved/WMDeviceConfigurations/)
    • Each Gaming controller has predefined setup which will work for most of gamepads avaliable
    • Easy button remapping with just one click (HOLD&Press)
    • automatic Axis type detection when device is 1stTime connected or via "Auto/Reset" (will detect if you have pedals 0-1 axis) Awesome !
    • "LISTEN" for input
    • PlayerController device assigment (via widget for assigning controller with dpad controlls or arrow clicks)
    • Use multiple devices per player & combine their input (virtually build multicontroller)
    • Perfect for game which is designed for more local players on one computer (Combat games, cooperative, fight)
    • Sensitivity, DeadZone, Invert, isPedal config
    • no need for XInput & other device emulators.

    In Project settings->WM_Input_Manager_Settings you can change default axis sensitivity & default axis deadzone for all devices.



    True power of WM Input Manager is that developers don't need anymore to build big databases for different Gamepad/Joysticks. so end users , players can remap their devices during gameplay easily -> Just listen for input & its done. & can use , combine as many joysticks as they want to virtually build for example Racing Rigs, Simulation Rigs. Devices can be reassigned to specific player controller "PLAYER" on the fly via lightweight device assign UMG menu included.

    Developers may want to build their own UMG to fit their project design.. All UMG files included can be used instantly via few commands ->> see example project that can be downloaded on marketplace page of this plugin. Dont forget to swich example project to version U are just using. UMG files included also acts as documentation files for this product to easily build your own menu.

    If there will be any issue "hope not" or you have idea how to improove this product, feel free to contact Creator of this plugin at Instrictlogic.ue4@gmail.com & I am ready to help & solve with anything operating or is related with WM Input Manager.


    Happy gaming & Thank You for supporting me by buying this product !!!



    Changes for last released version no. v1.12:
    - added automatic function to cancel device inputs when device was detached from system during runtime.
    - fixed little bug when when device was reassigned to different player controller id & some button values was'nt updated correctly.

    List of avaliable keys for WM Input Manager ("not showed on picture bellow") was expanded to :
    - number of HID Joystick buttons to 42
    - expanded number of HID Joystick axes to 20
    - number of HID Joystick DPads to 3
    - If anyone need to use more axes in your project ,, feel free to contact me & I will add more axes, buttons , dpads for you.


    Future version releases notes:
    * adding DirectInput wrapper to get full force feedback enabled devices support . (So, module will be Raw/Xinput/Directinput enabled).
    * for now to use force feedback controlls there will be need to use WM_PlayerController class included within this module , because default UE4 PlayerController class is calling their native force feedback functions continously or with little instructable which will be included in documentation to override PlayerController class function which is calling native ForceFeedback functions. Need to discuss with Epic Games if they will add ability to bypass their FF calls.
    * adding experimental support for 3D Connexion mouse & editor viewport controll binding for avaliable devices (in development)
    * nothing will drastically change,, so , everything will work as it worked until now,,,
    * will need some investments to get a few force feedback devices to test until release

    Click image for larger version  Name:	image_125545.jpg Views:	1 Size:	264.1 KB ID:	1410898
    Last edited by Rapid_Wirehead; 05-16-2019, 05:30 PM.

    #2
    Hi Developers !,

    Here is New Plugin which will allow you to Visually remap, configure, assign to player, debug any HID-Compliant Gamepad/Joystick during gameplay based on RAWINPUT

    All devices are recognized Plug&Play Method and listed in WM Input Manager UMG menus
    You can easily remap your device with all list of binded actions for specific WM_Controller Input Key.
    Each Device have predefined configuration,, so U will not need to do much remapping for standard gamepads
    Will list all Avaliable RAW Buttons, Axes, Dpads [upTo128Buttons, multiaxis, multidpads]
    [Hold&Press] Button Remapping
    Axis configurations features : INVERT , ISPEDAL?, SENSITIVITY, DEADZONE, RESET_TO_DEFAULT, AUTODETECT(will autodetect your axis type]
    Easy to implement

    Backward support for 4.16-4.17 & latest 4.18
    Plugin is CODE Plugin Category with UMG content included

    All recognized devices has own memmory with 2 configurable modes saved in folder Structure /Saved/WM_DeviceConfigurations/HID/[yourdevice]
    Tested Shipping builds WINDOWS 32 & 64 bit
    More here -- >

    Comment


      #3
      .............................
      Last edited by Rapid_Wirehead; 01-20-2018, 09:37 PM.

      Comment


        #4

        Updated WM "Windows Media" Input Manager,, now with animated menu,,, autodetects and map Microsoft XBOX controllers,,
        Click image for larger version  Name:	preview1.jpg Views:	2 Size:	304.6 KB ID:	1398629Click image for larger version  Name:	preview2.jpg Views:	2 Size:	304.6 KB ID:	1398630Click image for larger version  Name:	Featured2.png Views:	2 Size:	498.7 KB ID:	1398628

        Updated WM "Windows Media" Input Manager,, now with animated menu,,, autodetects HID Compliant gamepad/joysticks & xInput Capable XBOX360 or other xInput controller, Dualshock works also very well... So You will have ALL Gaming controllers in ONE
        Last edited by Rapid_Wirehead; 12-19-2017, 09:40 AM.

        Comment


          #5
          UPDATE 1.00 wrapped XINPUT over RAWINPUT if Xinput device avaliable... while still have remap options & axis config avaliable
          -- > autodetects XINPUT device
          -- > fully working separate analog triggers for Microsoft Controllers via XINPUT wrap
          -- > axes are now autodetected automatically for each device correctly
          -- > unified input keys for all devices -- > Use just "HIDJoystick" as you INPUT for all controllers,,,
          --> improoved code & performance
          Last edited by Rapid_Wirehead; 12-19-2017, 01:51 PM.

          Comment


            #6
            Hi , Developers !

            Plugin has been sucessfully reviewed/tested by Epic Games & published on Marketplace .

            Enjoy!

            Download example project and install plugin to it. Play
            To find UMG content --> lick on eye icon & check "SHOW PLUGIN CONTENT" -> content will then be located in WMInputManagerPlugin Content
            To Implement to your project you will need to add this to your GAMEMODE


            &; this to PlayerController,,,
            Attached Files
            Last edited by Rapid_Wirehead; 12-19-2017, 07:52 PM.

            Comment


              #7
              Here is Input keys list Click image for larger version

Name:	ListOfAvailableKeys.jpg
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              Attached Files

              Comment


                #8
                Hi,

                I'm currently using a custom-made (HID-compliant) controller for a simulator I'm making. I'm having a problem with the RawInput plugin, where button presses are not recognized or gets stuck if pressed simultaneously (within the same frame). I have tried everything I can think of, but the problem seems to be with the RawInput plugin. Do you think your plugin would have the same behaviour? I guess it's based on RawInput for generic USB controllers? I'm reluctant to shell out €108 for something that may not work for me.

                Regards,
                Tom

                Comment


                  #9
                  Originally posted by Smack332 View Post
                  Hi,

                  I'm currently using a custom-made (HID-compliant) controller for a simulator I'm making. I'm having a problem with the RawInput plugin, where button presses are not recognized or gets stuck if pressed simultaneously (within the same frame). I have tried everything I can think of, but the problem seems to be with the RawInput plugin. Do you think your plugin would have the same behaviour? I guess it's based on RawInput for generic USB controllers? I'm reluctant to shell out €108 for something that may not work for me.

                  Regards,
                  Tom
                  ,, I know about theese laggy buttons presses inside RAWINPUT,,, in WM Input Manager it works immediately,,, as it uses direct events,,,(good for fast trigger combos,,, so if you trigger button 20 times pretty fast, you will recieve true 20 events for button press) so You will never miss your button presses,, WM Input Manager also works (i have tested with 7 types of gamepads including some cheap gamepads, Xbox360 ,,Thurstmaster Ferrari Steering Rubmble 3in1 Wheel)... another customer tested with other gamepads including CH Flightstick,, & he said it worked immediately,, Epic tested XBOX Controllers, Sony Dualshock & others without any isssues --> see post on marketplace inside product.. This product | pugin will be supported for future versions of UE4. Power of WM Input Manager is that it uses unified input for all HID controllers , so you will use just "HID Joystick" for all device types including XINPUT capable & there is no need for Vendor or Product ids . You & your future players will have ingame managment for gaming controller devices.
                  Last edited by Rapid_Wirehead; 01-05-2018, 06:46 PM.

                  Comment


                    #10
                    Originally posted by Ralph_El Moon View Post

                    ,, I know about theese laggy buttons presses inside RAWINPUT,,, in WM Input Manager it works immediately,,, as it uses direct events,,,(good for fast trigger combos,,, so if you trigger button 20 times pretty fast, you will recieve true 20 events for button press) so You will never miss your button presses,, WM Input Manager also works (i have tested with 7 types of gamepads including some cheap gamepads, Xbox360 ,,Thurstmaster Ferrari Steering Rubmble 3in1 Wheel)... another customer tested with other gamepads including CH Flightstick,, & he said it worked immediately,, Epic tested XBOX Controllers, Sony Dualshock & others without any isssues --> see post on marketplace inside product.. This product | pugin will be supported for future versions of UE4. Power of WM Input Manager is that it uses unified input for all HID controllers , so you will use just "HID Joystick" for all device types including XINPUT capable & there is no need for Vendor or Product ids . You & your future players will have ingame managment for gaming controller devices.
                    Thank you! If this is the case, I'm a happy camper. I will purchase and test it out.

                    Comment


                      #11
                      Good to know,, i didnt see error like that when packing. i did all engine versions & builds tests sucessfull before posting plugin ... I would like to know what exactly version of Engine did you use.... 17.0 ? or 17.1
                      Problem will be fixed soon with version 1.01,, then you can update
                      Last edited by Rapid_Wirehead; 01-09-2018, 12:44 PM.

                      Comment


                        #12
                        I tried with 17.2 and 18.2. Same problem with both.

                        Comment


                          #13
                          Originally posted by Smack332 View Post
                          I tried with 17.2 and 18.2. Same problem with both.
                          Fixed Plugin versions has been updated to version 1.01 ,, in Launcher find installed plugins for your engine & update.

                          Also,, could you please tell me what is your VisualStudio version ? Strange is that my VS is not getting theese errors when packaging for all types of builds(I know that category should be specified),,, or did you modified some settings for compilation ?... I am waiting for Epic feedback because usually Epic Marketplace Team will not pass product to be published with errors as they are testing products first. They are not accepting errors I believe . Thank You.
                          Last edited by Rapid_Wirehead; 01-09-2018, 06:53 PM.

                          Comment


                            #14
                            Originally posted by Ralph_El Moon View Post

                            Fixed Plugin versions has been updated to version 1.01 ,, in Launcher find installed plugins for your engine & update.

                            Also,, could you please tell me what is your VisualStudio version ? Strange is that my VS is not getting theese errors when packaging for all types of builds(I know that category should be specified),,, or did you modified some settings for compilation ?... I am waiting for Epic feedback because usually Epic Marketplace Team will not pass product to be published with errors as they are testing products first. They are not accepting errors I believe . Thank You.
                            I have version 14.0.25431.01 Update 3.

                            Tried now with the update, and it works fine with no errors. Thanks!

                            Comment


                              #15
                              There is incomming update for 4.18 & future versions,,, which will make this plugin much simpler,, by adding "LISTEN" for Input.. you will be able to Map Action or Axis to your gamepad/joystick button/axis quick,fast & simple
                              Last edited by Rapid_Wirehead; 01-17-2018, 06:00 PM.

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