Unreal Engine VCS Inputs

Main pageUnreal Engine Plugin

Page Scope

This page provides instructions on how to configure VCS inputs in Unreal Engine 4. The basic configuration is similar to configuring any other input triggers in Unreal Engine. Please note that only one VCS controller can be connected and configured due to some limitations. Having two controllers connected at the same time is not supported.


Setup Steps[edit]


Create VCS rigid body in Motive[edit]

Follow the instructions provided in the PDF VCS plugin manual to set up the markers and create the rigid body.

Configure Data Streaming settings[edit]

In Motive, configure the data streaming settings. Use the Data Streaming pane to configure streamed packets. Make sure rigid body data is streamed out in order to use VCS.

DataStreaming Pane 21.png

Create/load an UE Project[edit]

Start up a project in Unreal Engine 4 (UE).

Enable Windows RawInput plugin[edit]

Go to Edit tab → Plugins to open the plugins panel. Enable the Windows RawInput plugin under the Input Devices group.

UE4Input Plugin.png

Connect VCS plugin through the enabled plugin[edit]

In Edit tab → Project Settings, scroll to the bottom on the left side panel until you see Raw Input under the plugins group. Her you will let UE project know which input devices to use.

UE4 Input ProjectSetting.png

Find Hardware ID and Product ID of the VCS controllers[edit]

To find these IDs, you will need to look at the windows device properties. Go to Windows Control Panel -> Devices and Printers. Then right-click on the VCS controllers to access its properties. In the properties, go to the Hardware tab and click properties for “HID-compliant game controller”.

UE4Input Properties1.png UE4Input Properties2.png

Once you access the controller properties, go to the details tab. Select Hardware ID in the drop-down menu and the hardware ID (HID) and product ID (PID) will be shown under the highlighted section.

UE4Input Properties3.png


Input the IDs in UE[edit]

Under the project settings panel Raw Input plugin properties, input both the vendor ID (Hardware ID) and the product ID (PID) that was found under the controller properties.

UE4Input HIDPID.png


Register the Input Buttons[edit]

Now the project has the IDs to look for the controllers, next step is to setup and register the input buttons. To do so, you will play the project scene, and trigger on the buttons to register them.

In UE, hit Play and press (~) to access the console. In the console, input command ShowDebug INPUT". This will list out all of the input actions on the left side of the viewport.

UE4Input Console.png

Use the keys to register[edit]

Use all of the keys on the controller to register the inputs; total three axis and seven buttons. Please note that these keys may not exactly match the keys on your controller.

  • Axis 1: Joystick left/right
  • Axis 2: Joystick up/down
  • Axis 3: Nob rotate
  • Button 1: Blue
  • Button 2: Black
  • Button 3: White
  • Button 4: Red
  • Button 6: Joystick click
  • Button 7: Nob click
UE4Input InputReg.png

Map the Registered Inputs[edit]

Now that the buttons have been registered, next step is to map the keys. They will be mapped under Edit → Project Settings → Inputs. Choose either the Axis mapping or the action mapping to map the controls to desired actions.

UE4Input KeyMapping.png

Use the Registered Inputs[edit]

Now that all of the buttons are set up, use them to control the VCS in UE.