Is Gamepad Connected

A simple method exposing if a gamepad is currently connected to blueprints

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"

UCLASS()
class YDEV_API UYDEVFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable, meta = (DisplayName = "IsGamepadConnected"), Category = "System Information")
	static bool IsGamePadConnected();
};
#include "Extension/UYDEVFunctionLibrary.h"
#include "GeneralProjectSettings.h"
bool UYDEVFunctionLibrary::IsGamePadConnected()
{
	auto genericApplication = FSlateApplication::Get().GetPlatformApplication();
	if (genericApplication.Get() != nullptr && genericApplication->IsGamepadAttached())
	{
		return true;
	}
	return false;
}