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Is /Win64 protected from X360ce?


I've been trying to use X360ce to enable a couple non-Xbox controllers for the editor. My problem doesn't seem to have been documented before.

When I run x360ce_x64.exe inside of .../Engine/Binaries/Win64, it opens but the controller tabs remain blank and it never generates the .INI file it normally does.

What's strange is that if I create a new folder inside of /Win64 (or outside of it) and run X360ce there, it works as expected. If I create a new folder inside of /Binaries, copy just UE4Editor.exe and x360ce_x64.exe and run it, it works as expected. But as soon as I add the rest of the contents of /Win64 to my new folder, it stops functioning. It's as if there's something included in /Win64 that's stopping X360ce from creating an .INI or something.

I have enabled all permissions for both /Win64 and x360ce_x64.exe.

Any advice would be appreciated. Thank you,


Product Version: UE 4.21
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asked Jan 12 '19 at 05:16 PM in Using UE4

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Just started playing with that as well. The same symptoms here, UE4.22.2

What I did to solve that:

  • Copy x360ce.exe into a separate directory

  • Let it create xinput1_3.dll

  • Do some customization, which gets written to the x360ce.ini file

  • Copy xinput1_3.dll and x360ce.ini to ".....\Engine\Binaries\Win64" directory

After this, I could do a quick test with a mapping to left thumbstick only. The event did get fired in my quick Blueprint test.

Not yet done full testing with all mappings...


Doing more research leads me to the UE4 Raw Input Plugin

I did give it a quick try as well with my old Bullfrog SL-6540 Gamepad. Basic test for axis mapping works. Also here, not yet done full testing.

But this looks promising and seems to be the "Unreal way" to deal with different devices.

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answered Jun 05 '19 at 03:47 PM

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