Previously, you could assign joystick axis events to "ui_*" actions but they had no effect. See https://godotengine.org/qa/6232
@@ -2095,6 +2095,7 @@ void Viewport::_gui_input_event(InputEvent p_event) {
} break;
case InputEvent::ACTION:
case InputEvent::JOYSTICK_BUTTON:
+ case InputEvent::JOYSTICK_MOTION:
case InputEvent::KEY: {