FReply FSceneViewport::OnControllerAnalogValueChanged( const FGeometry& MyGeometry, const FControllerEvent& ControllerEvent )
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled(); 

	KeyStateMap.Add( ControllerEvent.GetEffectingButton(), true );

	if( ViewportClient )
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );

		if (!ViewportClient->InputAxis(this, ControllerEvent.GetUserIndex(), ControllerEvent.GetEffectingButton(), ControllerEvent.GetEffectingButton() == EKeys::Gamepad_RightY ? -ControllerEvent.GetAnalogValue() : ControllerEvent.GetAnalogValue(), FApp::GetDeltaTime(), 1, true))
		{
			CurrentReplyState = FReply::Unhandled(); 
		}
	}

	return CurrentReplyState;
}
float UKismetInputLibrary::ControllerEvent_GetAnalogValue(const FControllerEvent& Input)
{
	return Input.GetAnalogValue();
}