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ForceFeedback not working for ue 5.4 #71

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GregthePotato64 opened this issue Jul 24, 2024 · 7 comments
Open

ForceFeedback not working for ue 5.4 #71

GregthePotato64 opened this issue Jul 24, 2024 · 7 comments

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@GregthePotato64
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Everything works with my logitech g29 the plugin can recognise it, inputs are good, but when i add a force feedback effect the wheel is getting no output. Idk if it has to do something with my project, the plugin, or if it's my wheel thats not working.

thanks,

@TobiiCodes
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Hey, I'm struggling with getting ue5 to detect any input from my g920, could you help me?

@KeinEngelZlat
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I would like to see an example from the author of the plug-in for connecting/implementing force feedback. I've been trying to figure out how to create this for several months now and I can't figure it out. It is not necessary to add an example of the project (although this would be an ideal solution), you can just use screenshots. For example, to create the effect of constant feedback, we take such a node, connect it to the steering wheel turn event, connect such and such an axis value multiplied by the moment Mz obtained from the physical model of the car to this node. Or: to realize the effect of the pavement, we take such and such a node, connect it there, connect this and that to this node and get this and that... I would like to see a detailed guide on FFB implementation... The author promised to do it a long time ago. Please, @JaydenMaalouf, create such a guide, it will be useful to everyone who uses your plugin, but is not strong in Unreal Engine.

@brifsttar
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brifsttar commented Jul 24, 2024

For what it's worth, yesterday I migrated my FFB code to UE 5.4, this plugin 3.3, and a vanilla SDL 2.0.30, and it works perfectly fine.

Begin play

image

Edit: I just realized the Initialise Effect explicit call might not be needed anymore, but it was previously

Tick

image

There's some custom code in there to achieve what we want, but it should give you a rough idea of how to proceed. We use this to remote control the steering wheel, or to apply a force proportional to the vehicle speed. It's super basic, but works for us.

Many thanks to Jayden for maintaining this plugin, you're doing an amazing job!

@TobiiCodes
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How do you guys get ue5 to detect input????

@GregthePotato64
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Author

For what it's worth, yesterday I migrated my FFB code to UE 5.4, this plugin 3.3, and a vanilla SDL 2.0.30, and it works perfectly fine.

Begin play

image

Edit: I just realized the Initialise Effect explicit call might not be needed anymore, but it was previously

Tick

image

There's some custom code in there to achieve what we want, but it should give you a rough idea of how to proceed. We use this to remote control the steering wheel, or to apply a force proportional to the vehicle speed. It's super basic, but works for us.

Many thanks to Jayden for maintaining this plugin, you're doing an amazing job!

thanks a lot, this worked out for me.

@JaydenMaalouf
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Owner

I have some major changes coming for the ForceFeedbackComponent
There were a few timing issues with the plugin being loaded after the BeginPlay which caused the component to not create the effect for any devices (as no devices were loaded)

I'll message here once the beta is available to try

@JaydenMaalouf
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JaydenMaalouf commented Jul 25, 2024

This is a BETA version and is completely untested
https://github.com/JaydenMaalouf/JoystickPlugin/releases/tag/4.0.0-chore-force-feedback-improvements.36

It has some notable issues currently:

  • May crash on unexpected EndPlay
  • Does not support disconnection and reconnection of a joystick

Give it a try and let me know your findings :)

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5 participants