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Controlysis - Generic controller support in UE4

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    [RELEASED] Controlysis - Generic controller support in UE4

    Controlysis
    Generic controller support! Poll any standard USB controller, including DirectInput-only devices.

    Click image for larger version

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    Available now on the marketplace! https://www.unrealengine.com/marketplace/controlysis

    It's a common complaint that there isn't any good way to use non-xinput controllers with UE4, now you can! This opens up the possiblity of making flight/racing/mech simulator type games that need complex control systems without needing to touch any code.
    Controlysis is also much simpler to use than how people usually go about doing this -- just enable the plugin and you can poll controllers from any blueprint. No classes to inherit or actors to place.
    There is a long feature roadmap I have in mind including a system for per player configuration, hotswap-aware button prompts, getting it to work with Linux, etc. It will be fun to make and hopefully useful for many.

    #2
    Hi, I purchased this today, but how do I load it? Many thanks in advance

    3D Studio

    Comment


      #3
      Marketplace should install it as an Engine Plugin. All you need to do is enable the plugin in your plugins menu. You should then see the blueprint nodes become available, and the UMG diagnostic panel appear in the Content Browser.

      Comment


        #4
        Hi - what's up with 4.17?
        [SIZE=8px][URL="http://vrsg.cykyria.com/"]VR Shooter Guns - Arcade Shooter for Vive[/URL]
        [URL="http://store.steampowered.com/app/560960"]Magic Tavern - A Magic Shooting Gallery for Virtual Reality[/URL]
        [URL="http://www.meetup.com/de/Unreal-Meetup-Franken/"]Unreal Meetup Franken - Unreal Engine 4 Meetup[/URL]
        [URL="https://forums.unrealengine.com/showthread.php?96942-Hands-for-VR-Basic"]Hands for VR: Basic - For Vive and Oculus[/URL] [URL="https://www.unrealengine.com/marketplace/hands-for-vr-basic"][Marketplace][/URL]
        [URL="https://forums.unrealengine.com/showthread.php?133769-Hands-for-VR-SciFi"]Hands for VR: SciFi - For HTC Vive and Oculus Touch[/URL] [URL="https://www.unrealengine.com/marketplace/hands-for-vr-scifi"][Marketplace][/URL][/SIZE]

        Comment


          #5
          Originally posted by btengelh View Post
          Hi - what's up with 4.17?
          It should be out according to the Market place page

          Comment


            #6
            Hi. This looks like a really nice plugin. But what is the status of making it work with Linux? Linux support is critical to us, and an immediate need. Thanks.

            Comment


              #7
              Hi aeheathc

              thanks for the plugins, it works fine
              But i have one issue: I think it checks the devices only on startup?

              If i start my game and the controller is connected, it works fine.
              If i disconnect my controller, there is no signal, but the plugins has still a reference to it (it is not set to NULL or -1)
              If i reconnect the controller, it doesnt work, because it has a reference to the "old" connection.

              If i start my game and the controller is not connected, then i cant get it working, when i connect the controller in game.
              I have to connect it, and then restart the game.

              Is there any possibility to check the connection manually?
              I cant find the code, where it reads all available controllers. But i think it reads the controllers only on startup.

              I hope you can help me and we find a solution for this problem.

              Thanks so far
              Hannes

              Comment


                #8
                Originally posted by hannes.b View Post
                Hi aeheathc

                thanks for the plugins, it works fine
                But i have one issue: I think it checks the devices only on startup?
                It checks the devices the first time your game calls any of the controlysis functions.What you're seeing is the expected behavior, though I agree it's not ideal, I am currently working on hotplug support which will make it work like you want.

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