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Unreal Engine 4 Port #9
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Hey KITATUS, I think the most clean solution would be that you create a dedicated repository maybe called Of course it would be no problem for me to integrate the plug-in completely into my repo. Tell me what you think about that. Looking forward to see the plug-in in action! |
Sure, I want to do some clean-up first to get things running a little more efficiently on the Unreal side and then I'll slap up a dedicated repository, that sounds easier to deal with hotfixes .etc should they be needed. I almost got the raw C++ files working out of the box with Unreal but off the top of my head, there were two key changes I had to make to ensure it played nicely with Unreal. First I had to change the <Windows.h> references to "Windows/MinWindows.h" and I had to add an Extern C wrapper to the <hidsdi.h> include. They are the only changes I can remember right now that had to happen in the base library - would it be possible to look at filtering those changes back into the main repo as long as they don't alter any functionality / break any builds? |
This is hype. Looking forward to the UE4 demo lol. |
@KITATUS The changes shouldn't be a big deal. I will try to remember to add them to my next changes on main. Currently I'm still busy on another project. |
It's not quite ready due to some issues I've been having with inconsistent vibration. I've been working on refactoring to better follow the XINPUT representation within the engine source. Not sure if it is the best approach or if another refactor is in order. I have no problem uploading the code as-is (even with the buggy vibration) but I'm also happy for you to make your own port then we compare our ports and make a "best" version from the two codebases. Your choice I guess. |
Hi, @KITATUS thanks for the fast reply :) |
Hey guys. how's it going. I just implemented very basic buttons and analog inputs for the testing. but there are some problems. T.T @KITATUS Can you check my code and how should I approach it more adequately? |
I've got an implementation that follows XInput (i.e what the engine expects) - I'll throw it up as an early preview on Github later and you can compare your code to mine. I also have an earlier implementation that doesn't follow XInput but has more features. |
Here is the REPO, I've set it to public: https://github.com/KITATUS/DualSenseWindows_UE4 NOTE: The repo isn't ready for public consumption and is still a work in progress but my code is there for you to take a look at whilst I work on it. Some links on the read me .etc aren't final. The files uploaded are just the .uplugin files but it will help get you started. |
Here's the old Non-XInput more features version: |
@KITATUS Thank you so much! I also have thought about the Issue with Sony.. hmm should I go for it or stop? |
If you're going to launch on PC, you need to have an agreement with Sony and use their SDK they provide. You have to be a PlayStation Partner to do that: https://partners.playstation.net/ - You should be able to develop general ideas and things with the plugin just fine. |
Hey all,
I've created a rudimentary port of the code to Unreal Engine 4 as a plugin. Did you want to include this in the repo somehow or would you rather I fork and place it elsewhere?
It's still a work in progress but it is functional.
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