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Suggestion to use windows raw input api over joystickapi #150

@bhowiebkr

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@bhowiebkr

Hey I got Windows joystickapi.h pulling a single axis from my taranis x5d in ue5. Not doing anything, just reading the values and writing it to unreal’s viewport. I noticed that it has a dead-zone around the center stick. I thought it was originally coming from the taranis but nope it’s happening in software somewhere. I’m not sure if that can be turned off in joystickapi or if it’s baked in. I suspect it’s baked in because I couldn’t find any way to disable it. For my project I’m trying to control a mini quad in Acro mode and the dead-zones are no good for that. I’ve been looking at using the windows raw input api and so far I’ve got it running in a standalone app and it seems to run well for my purposes. No abstract windows layers to get in the way and possibly slow it down.

I’m not sure your intent for this project but it might be worth it to make a switch to that api. A side benefit is you won’t have to hardcode vendor/device ids to get specific joysticks to work. You might have to remap axis as I would assume not every joystick, RC controller would have different orders of axis. BTW I’ve never seen an unreal project rely on so many languages at one time!

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