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UKismetSystemLibrary::GetGamepadControllerName

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns the name of the gamepad currently assigned to the given player controller ID, or "None" if no gamepad is assigned. Android and iOS only.

Caveats & Gotchas

  • Android and iOS only.
  • Returns the literal string "None" (not an empty string) when no gamepad is assigned — check for that exact value rather than testing IsEmpty().
  • The returned name is not standardized across gamepad manufacturers, so don't use it to key gameplay logic — use it for display/debug purposes only.

Signature

static ENGINE_API FString GetGamepadControllerName(int32 ControllerId)

Parameters

Name Type Description Default
ControllerId int32 The player controller ID to look up.

Return Type

FString

Example

Display connected gamepad name C++
FString GamepadName = UKismetSystemLibrary::GetGamepadControllerName(0);
if (GamepadName != TEXT("None"))
{
    UE_LOG(LogTemp, Log, TEXT("Gamepad connected: %s"), *GamepadName);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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