The answer is no. I could hack it in with the UE source build but I promised myself I wouldn& #39;t resort to that except in dire circumstances.
Basically, proper support for detecting controller types is just not something UE4 does. Apparently a lot of people are OK with this
https://abs.twimg.com/emoji/v2/... draggable="false" alt="đ" title="Neutral face" aria-label="Emoji: Neutral face"> https://twitter.com/stevestreeting/status/1247930318381776897">https://twitter.com/stevestre...
Basically, proper support for detecting controller types is just not something UE4 does. Apparently a lot of people are OK with this
I& #39;m not sure why this is a hill I& #39;m willing to, if not die on, at least be critically wounded on (res me dude). It just seems like something I should do.
Also, choosing which of multiple controllers attached to the PC to assign to a player is just not a thing in UE4 either.
https://abs.twimg.com/emoji/v2/... draggable="false" alt="đ" title="Neutral face" aria-label="Emoji: Neutral face">
Also, choosing which of multiple controllers attached to the PC to assign to a player is just not a thing in UE4 either.
There& #39;s no option to assign all controllers to 1 player (so I have to reboot my PC if my 360 controller gets stuck on P2 and I want to use it, wheras with Rewired I could just use any if I wanted). And there& #39;s no runtime interface to allocate controllers to players.
At first glance UE4& #39;s support for gamepads on PC looks good, but as soon as you start dealing with anything other than 1 Xbox controller it just kind of throws its hands up and gives up. I know I& #39;ve been completely spoiled by Rewired but still, disappointing.
Iâm off to beg @GuavamanEnt to make Rewired for Unreal now