Controller input is suddenly not recognized anymore when running any Godot project. Even if I make a brand new project, even something basic like “if event is InputEventJoypadButton and event.pressed:” in an _input(event) function isn’t triggered anymore.
The controller is still working everywhere else and even in the Godot editor when assigning keys to the input map.
I’ve recently updated from 4.2 to 4.3 but I didn’t check controller inputs every day, so I don’t know if it coincided with the switch.
Looks like somehow the Steam Input settings for Godot got somehow changed with the update, and Steam’s been intercepting the inputs. (Not sure why it was still working in the editor.) Forcing Steam Input to disabled solves it for now. (Though I probably might have to look into supporting it if I ever want to put something on Steam?)