Is there support for a Steering Wheel and Other Peripheral input devices?

Is there support for say a Logitech or Fanatec or whatever type steering wheel axis and FFB related to that? If not, which part of the code would I go about working on adding that in. Coding HShifter and button support should be easy its the axis that seems tricky in my head. Also how many controllers can the engine support at once? For example if you have a set of pedals with 3 axis, a steering wheel with one axis and a set of buttons, and a h shifter with 8 buttons or a seperate axis. Thanks in advance.

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I posted a similar question [ here ] after the vehicle support was released in v4.2 but noone has responded yet.

Clicking on the ‘steering wheel’ tag under your question leads to an error page while the others work just fine. That’s probably because it does not exist anywhere else…yet.

I would look at Runtime/InputDevice, Runtime/InputCore, and Plugins/OculusRift. Also at Logitech’s SDK, of course. Fanatec’s SDK might be less mature, and they’re less common (because while fantastic wheels, they’re relatively expensive). I’d aim for rolling your own API as a wrapper of Logitech’s SDK and then modifying your API to call either Logitech’s or Fanatec’s. Good luck with your project, the world could always use more racing games!

At the time of this writing no such out of the box support exists. However there’s a C++ developer, jCoder, who’s looking for funding to develop it. So I suggest you show him your interest and hopefully he’ll be able to make it from there.

As far as i have read logitech made one for unity themselfs.
Maybe they would do it for UE if they would see that there are some racing games in the making.

And that could be money for them … if thats not a reason i dont know one :smiley:

I thought about writing them but i dont have a company as of yet and so it would have more impact if Epic or some other studio would initiate this.

As far as i remember did some stuff done over a plugin but wrote that for more you would have to put it directly into the engine code to have all access.