Feature Reqeust/Suggestion: Please allow users to assign keys to the (XBox360) Joystick Axis (Azeron Software)

SoraKagami

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Aug 22, 2023
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More keys available for games would be awesome!

The current Azeron Software v1.5.5 does not allow users to bind either of the joystick axis to the physical buttons.
 
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Im this guy

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Nov 5, 2021
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More keys available for games would be awesome!

The current Azeron Software v1.5.5 does not allow users to bind either of the joystick axis to the physical buttons.
Have an example on where such function would come in handy ?
 

SoraKagami

Verified member
Aug 22, 2023
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Have an example on where such function would come in handy ?
Thanks for replying. There are plenty of games with more keybinds available than what's possible on a controller!

Two Examples that I tested just now:
  • No Man's Sky (huge variety of keybind options available)
  • Satisfactory
  • 7 Days to Die (they dumbed down the controller input choices to fit an xbox360 layout. If they add toolbelt shortcuts then that's +10 keybind options)
The biggest reason for binding controller inputs instead of a hybrid keyboard/controller setup is that most games have broken logic for handling a hybrid input setup (i.e. Azeron products).

For these games, they often "consume" the first input from a different input device to switch profiles/displayed prompts, with a second input then working correct.
Example:
1. Pressing a keyboard key (works).
2. Pressing a controller key or analog stick - input consumed, GUI changes (actual keybind ignored).
3. Pressing another controller key or analog stick movement (works).
4. Press a keyboard key - input consumed (actual keybind ignored).
5. Pressing another keyboard key (works).

To counteract this problem & to be able to use the analog stick for movement in these games, all of the keys have to be an XBox360 emulated input instead of keyboard keys.
Unfortunately some games include mouse movement as part of the keyboard input set and that sometimes causes the first controller key or input to get consumed/ignored. Same for analog stick movement consuming the first keyboard key input.
This was a glaring problem in "Dead by Daylight" up until I think last year, in which aiming with a mouse and moving with an analog stick would make it unplayable since any subsequent input would fail and requires spamming to, if lucky work. They fixed the mouse/analog stick part, but unfortunately keyboard and controller keys can sometimes still require two taps to trigger.

We can't rely on game devs/studios to fix these problems as most don't even care. I have submitte bug reports for both "Dead by Daylight" and "7 Days to Die" about this issue, with next to nothing done to address it for years.

Also of note:
One of the official Unreal Engine 5.x sample tutorials (I think it might've been Cropout, Lyra or one of the officially documented examples?) teaches UE devs to unfortunately implement a either-or input handling which leads to the above problems: first input consumed to switch the GUI before the whole input system switches over to/from Keyboard-Mouse/Controller.
This behavior isn't a necessity and instead is just bad coding logic.