Came from a UDN: [Link Removed]
Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead:
```
...
USHORT BitSize = ValueCapsBuffer[iValue].BitSize;
LONG SizeMask = (1 << BitSize) - 1;
int32 SignedValue = EachValue & SizeMask;
ULONG UMin = ValueCapsBuffer[iValue].LogicalMin & SizeMask;
ULONG UMax = ValueCapsBuffer[iValue].LogicalMax & SizeMask;
if (UMin > UMax)
DeviceEntry->AnalogData[iValue].Value = (float)SignedValue;
...
```
Some devices use both positive and negative values for the device, but the raw input code will clamp some values to be only positive.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193608 in the post.
1 |
Component | UE - Gameplay - Input |
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Affects Versions | 4.26, 5.3 |
Created | Aug 22, 2023 |
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Updated | Aug 23, 2023 |