How to get input from hardware not associated with a player controller?
Is there a way to get input from a gamepad that does not have a controller/player controller associated with it? And so use the input to spawn a controller and associate it with the gamepad that sent the input?
asked Mar 12 '16 at 02:46 PM in Blueprint Scripting
This was solved and figured out, going to post this in case someone finds it:
You need to create a new c++ class from UGameViewportClient and override the, InputKey() function.
The GameViewportClient receives all key events and reroutes them to the appropriate player controllers
answered Jun 01 '17 at 10:45 PM
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