Description

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)

{ const int32 SignMask = 1U << (BitSize - 1); SignedValue = (SignedValue ^ SignMask) - SignMask; }

DeviceEntry->AnalogData[iValue].Value = (float)SignedValue;

...
```

Steps to Reproduce

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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Backlogged
ComponentUE - Gameplay - Input
Affects Versions4.265.3
CreatedAug 22, 2023
UpdatedAug 23, 2023
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