![]() ![]() Tl dr version: Make sure you don’t have any unexpected XInput devices sitting around that might be eating up an XInput slot unbeknownst to you. However, when playing standalone or packaged, it’s more lenient controller 1 from the viewpoint of the game is simply “the first connected controller I see”. Using the XInput functions, you can retrieve controller state, get headset audio IDs, and set controller rumble effects. Returns: If the function succeeds, the return value is 0 (ERRORSUCCESS). RightMotorSpeed - in Speed of the right motor, between 5. ![]() LeftMotorSpeed - in Speed of the left motor, between 5. The practical upshot of this is that if, say, you had an MMO keypad installed at one point that is still sitting there in an XInput slot – or any similar thing that happened to take up an XInput slot – then the controller you’re using to move around in the editor (i.e., not the first controller) will cease to work in Play-in-Editor as a result. Parameters: UserIndex - in Index of the users controller. Moreover, if you use Steam or any other gaming client, the controller detected but not found in the game error might occur due to the controller’s incompatibility with the client. So if you’re using a device that happens to be the device in the second slot, even if it is the only device connected so far as you know, it will work in the editor viewport but not Play-in-Editor. Broken Drivers & Client Support When the device establishes the connection but is not working correctly, it is a trait of broken drivers. In Play-in-Editor, it will only use very specifically XInput device slot 0. The text was updated successfully, but these errors were encountered: All reactions. ![]() This isnt something you can change through any means in Windows through configuration, so its really bothersome. X-Arcade Xinput is a software solution to make the X-Arcade work as an Xinput gamepad. No input is detected if active XInput controller (in my case a 360 controller) is not set to controller/port 1. In the actual viewport, it will take input from any controller to move around. Download xInput Controller Tester 1.1.0.0 - Test your xInput device with this simple. XINPUT TEST CONTROLLER 1 NOT CONNECTED HOW TO It also supports a dualstick mode as well along with D-Pad and Analog modes. It comes down to the fact that Unreal is very literal about “controller 1” when doing Play-in-Editor. (This is operating on the assumption that you have made certain that you don’t have the “use controller 1 for player 2” in multiplayer testing, of course.) Somewhat belatedly, I just had this problem myself and finally figured out the answer by wandering through the code. ![]()
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