Extensive Input Support
Most existing Unreal stylus solutions are designed for editor use and offer limited access to pressure and orientation data during gameplay. Stylus Player unlocks the full range of stylus input — including pressure, tilt, rotation, and button support — at runtime, enabling interaction systems that go far beyond editor-only tools.

Industry-Standard Tablet Compatibility - Works with Wacom, Huion, and other Windows-based stylus devices via Wintab32 plugin (installed by default with most tablet devices).  Future plans include fallback use of Windows Ink, as well as OSX integration.

Pressure Sensitivity - Raw pressure values from stylus contact, normalized for expressive input (e.g., line thickness, opacity).  Tangential pressure is supported for compatible styli, and is simulated for styli with tilt support.

Tilt Support - Captures altitude and azimuth angles for pen orientation — useful for brush dynamics and natural-feeling strokes.

Rotation / Twist (Barrel Rotation) - Detects the rotation of the pen barrel for tools that respond to stylus spin (e.g., calligraphy pens).

Pen Contact & Proximity Detection - Distinguishes when the pen is hovering, touching, or has left the input range.

Multi-Button Input - Supports up to 8 discrete stylus buttons, including click and hold gestures.

Unique Device ID Handling - Tracks input from multiple stylus devices and associates data with device identity.

Multiple Tablet Support - Supports multiple simultaneous tablet use, and allows hot-swapping of tablets at runtime.
Powerful, Simple-To-Use Integration
Full Runtime Support - Works in packaged games, training apps, and runtime simulations, not just in the Unreal Editor.

Blueprint-Accessible API - All stylus data (pressure, orientation, proximity, buttons) exposed to Blueprints for scripting and prototyping.

Event-Driven Architecture - Stylus events are dispatched through an event system, ideal for clean Blueprint integration.  Whenever a device is connected or disconnected, or a stylus action is detected, Unreal Engine events are invoked, making implementation simple.

Modular Plugin Architecture - Separate subsystems for input capture, logging, stroke visualization, and settings — easy to extend or isolate features.

EnhancedInput Compatibility (In Progress) - The project roadmap includes integration with the IInputDevice and the EnhancedInput system, for simple integration with existing workflows and projects.

Cross-Platform Architecture (In Progress) - Designed to support macOS, Linux, and Android stylus APIs in future versions.
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