You can download a patch that should solve this problem from http://cdn.unrealengine.com/qfe/QFE-FromCL-2027741-Shelve-2030404… file contains an installer that will update engine. Please note that this is just a quick fix so you don’t have to wait for 4.0.2 release. As such, it’ll be removed if you use Verify Install option in Launcher.
Yes, that’s one of things patch I mentioned does. real cause of crash was failed IOHIDManagerOpen call. It needs to be moved to right after IOHIDManagerOpen to succeed. But your change is a good workaround.
, thanks for effort of making hot patch. It however did not seam to effect this particular issue with any new projects generated from Luncher App and users/shared location of engine.
I did however make siney’s edit to engine code .cpp that I’m not hosting at users/shared location and now got input from a PS3 game pad.
I’ll keep an eye on this diff once a new pull becomes available.
Thanks for update. I’m not sure why didn’t it help for new projects, but I’ll make sure that once patch code makes it to GitHub and 4.0.2, it’s not limited to editor.
Custom UE4 Build 4.0.2 without fixing anything - Editor launcher do not crash (so, it works?).
Custom UE4 Build 4.0.2 without fixing anything - C++ Project created with official release (paths changed): crash.
Custom UE4 Build 4.0.2 without fixing anything - C++ Project created with custom build: clang error (different branches of clang detected in PCHs, another issue).
So, downloading source code and running built Editor works with PS3 sixaxis connected, until you try to run a c++ project instead of a BP project, maybe those c++ projects are using official release resources (dylibs from /Users/Shared/UnrealEngine/4.0/…) even being created or built with my own fork that is in a different directory.
Even where it works, I’m only able to move with stick. I can’t map X to jump for example, or can’t figure out what Gamepad input print event is, or if I must map it from a config.ini file like in UDK, but that’s another history.
After using Siney change to get past crash, I too noticed button mapping completely off. For instance PS3 sixaxis maps “select” to FaceButtonBottom. I’ve not taken time to figure out remapping.
Exactly, select button is one with I can jump. I found Input configuration in Edit > Project Settings where I can map “gamepad events” to “custom input events”, and then use it in blueprint, but where those buttons can be remapped to it’s correct gamepad events? Well that’s not main issue but i would like to know it.
I just want to check and see if this is still an issue in 4.2.1 for you. Please let us know if you are still experiencing this issue and we will continue our investigation. Thanks!