This section explains how to configure CommonUI Controller Data Assets so that EGSActionWidget automatically displays the correct button icons for each controller type.
The plugin includes EGSActionWidget, a UMG widget that:
UEGSGamepadSubsystem for controller type and input type changesThe widget resolves Controller Data Assets using a three-level fallback chain:
Specific ID → Family ID → Generic ID
If no asset is found for the specific controller model, it falls back to the family, then to a generic fallback. This means you only need to create the assets you care about.
These are the identifiers you must enter in the GamepadHardwareIdMapping of your
Controller Data Assets. The widget matches against InputDeviceName first (FName, fast),
then against HardwareDeviceIdentifier (FString, fallback).
| Controller | Specific ID | Family ID |
|---|---|---|
| Xbox 360 | EGS_Xbox360 |
EGS_Xbox |
| Xbox One / Series | EGS_XboxOne |
EGS_Xbox |
| PlayStation 3 | EGS_PS3 |
EGS_PlayStation |
| PlayStation 4 | EGS_PS4 |
EGS_PlayStation |
| PlayStation 5 | EGS_PS5 |
EGS_PlayStation |
| Nintendo Switch | EGS_Switch |
EGS_Switch |
| Generic / Unknown | EGS_Generic |
— |
If the active controller is a PS4 and you have no EGS_PS4 asset, the widget will
look for EGS_PlayStation. If that also does not exist, it will use EGS_Generic.
This lets you ship a single generic PlayStation asset and add specific ones later.