WM Input Manager

Realtime Visual RAWINPUT/XINPUT unified INPUT & USB Device Manager with ability to remap, assign, configure gaming controllers during runtime. Each device has own config memory with 2 configurable modes for each device remembered

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Description

Quick Preview : -> HERE

Preview: -> HERE

Website: -> HERE

DEMO PROJECTS AND TRANSITION TO ENHANCED INPUT EXPLANATIONS ARE ON WEBSITE

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.

User Profiles

Technical Details

(Please include a full, comprehensive list of the features of the product)

Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))

Number of Blueprints: 31

Number of C++ Classes: 18

Network Replicated: (No)

Supported Development Platforms: (WINDOWS 32bit , WINDOWS 64bit)

Supported Target Build Platforms: (WINDOWS 32bit , WINDOWS 64bit)

Documentation: -> HERE

Example Project: -> HERE

Important/Additional Notes: example project is 4.16, so don’t forget to switch version

Supported Engine Versions

4.16 – 4.27, 5.0 – 5.3