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So at least for me if I wanted to use a gamepad I don't have to unplug/replug anything? (Not that I play it with the gamepad actually as I much prefer keyboard/mouse controls for first person views).
Maybe your PC setup is somehow different? Mine is Windows 7 64bit OS if that helps with standard wired original 360 gamepads.
For example, I'll be using my keyboard and mouse, running around the first island, exploring, and stop in front of a rubble pile. As soon as I stop pushing a key or moving my mouse, its prompts for key pressing turn to controller input, not keyboard/mouse.
I use Windows 10 64bit, but, honestly, I don't really understand how my OS can be having such an affect, especially seeing as how I don't come across this with every game I play. Maybe only one or two others.
My gamepads actually do that sometimes, and every gamepad is different, and the deadzones can change over time due to usage etc. There is usually a semi-standard stick dead zone used for 360 controllers via XInput (which Unreal Engine uses I believe for 360 controllers) that I suspect is being used but it may not always be correct for all people.
Not sure if Unreal Engine has the gamepad deadzone configurable via a .INI file or whatever but before even going that far: I suggest try moving the gamepad sticks until you are sure they are centred when you put the gamepad down on a flat surface and see if that fixes it.
Also if you have the gamepad resting on the same surface as your keyboard and mouse combo, and that surface carries vibrations across to the gamepad - especially if you are busy violently thwacking Wellies with pointy sticks etc - it is possible the vibrations may wobble/move the gamepad stick. So try putting the gamepad on a different surface where that is less likely to happen too.
The OS thing is just that it may help the developers track the problem if it was specific to you, and for input devices like gamepads the OS version and gamepad type (I assume standard 360 controller) are the first relevant bits of information that can help.
I have always suspected it of being off point with calibration but can't do anything about it now that I haven't already tried. With the exception of unplugging the controller which, as mentioned, is a pain in the @$$ to do.
As for vibrations, if a game I play is making my controller vibrate, I either shut vibrate off or move it to the table next to me. :)
I really don't mean to sound rude or ungrateful, but I'm not looking for debugging. I just figured I would suggest an in-game controller toggle. It seems like it would be useful in various circumstances. I don't doubt that my controller is dysfunctional in some form, but not enough to have to worry about fixing it. If devs don't add it, I'll live :D And still play the game :D
The automatic adaptation might be a bit sensitive, though, so I'll do a pass on that and might as well add a "Automatic / Controller / Keyboard+Mouse" option while I'm at it.