Also the Value (float) coming from gamepad sticks appear to not be correct. This is a heads up if you like to already dig into your code to make it brilliant, I haven’t debugged this yet but the resulting movement was different than expected from my input.
I tested this again and could get LS/X to work only 1 out of ten. I have the impression I may not have “any” amount of y elongation when wanting to get x detected.
Perhaps you need to to detect anything in a sector given by the diagonals of x, y as belonging to the axis this sector contains.
The controller in question is a Thrustmaster GPX gamepad.
Its analogue L/R Shoulder buttons are configured as a single Z-Axis inside the OS Windows 10 btw… But you detect them individually. I prefer you to detect a device as configured from above.
does someone else have this issue of PerformInteractiveRebinding being too strict on detecting a gamepads stick axis?
If yes, does this person have a workaround? If yes to this, what is that workaround doing exactly?
Or: if you have a Microsoft XBox controller (this is the controller is from Microsoft (not the controller is for [Microsoft XBox])), do you NOT have this issue?