Controller input not working on 4.4.3

I’m not sure if this is a bug, or a setting that I have inadvertently changed in transition between 4.4.2 and 4.4.3, but in my project, mouse and keyboard input works, but controller input is broken. I still get force feedback from controllers when those nodes are called, which tells me that controllers must still be recognised.

It’s possible that this is my own doing somehow, but I’m at a loss as to why input would disappear overnight if not for a bug.

Hey zerofiftyone,

Please try deleting input nodes that correspond to controller inputs and re placing them. Sometimes input nodes stop working after a version upgrade, and that would be first thing to check.

Thanks for response. I’m reinstalling engine right now so can’t try it right away but I’ll give it a shot when I’m able to.

Hey, same here, i already delete input nodes by replacing for same nodes and does not change anything still not working.
And inputs at same project under 4.4.2 works fine.

I did same as Ksrzd, but it keeps without working…

One thing i forget mention is, input looks to work fine under engine (by clicking play button), but once i make a release does not work.

, I created a new 4.4.3 project and controller input works ok.

Next thing to check: does this occur in a new project in 4.4.3, or only in your existing projects?

In my project created using 4.4.2 I made new actions and tested direct axis of gamepad but it doesn’t work in a standalone windows version. And tried to delete BP nodes and input actions and recreate but controller input is still working bad ¿Any ideas?

When I choose to run game in a new standalone window in editor, input controller doesn’t respond.

Is everyone else’s controller projects related to UMG widgets as well?

This is not fixed in 4.4.3 as I’ve just annoyingly found out after spending last 3 hours downloading new version.

Its quite simple, if you call a create a widget and add it in begin play event of controller, controller input does not work in anything other than ‘play in selected viewport’. Keyboard and mouse input work fine though.

There is a workaround which I saw on another thread that worked for me. Add a delay of a few miliseconds to widget being created in begin event and it works fine then.

(I have posted this comment elsewhere, I’m going to post it in as many threads as I can find so people know workaround until it’s fixed)

Nope. Unfortunately that didn’t work for me.

Mine solved applying a delay in BeginGame event before applying UMG widgets, I used a 0.5 sec delay.

@ yeah, @savagebeasty thz works here

Must be umg as when I disable umg from being created input works as normal.

Thanks for workaround savagebeasty :slight_smile:

Hey @zerofiftyone does this above solution work for you as well?