I had to use the workaround and used a listener at start.
The code used inside the listener for Event.CHANGE
idgamerpad2 = control.id;
idgamerpadcontrol2 = control.value;
device = GameInput.getDeviceAt(1);
idgamerpaddevice2 = int(device);
And a reference to function for my Hero movement Starling Game.as
Game.main.GamepadChanger(idgamerpad2,idgamerpaddevice2,idgamerpadcontrol2);
public static var main2:Object;
public function Game()
{
main2 = this;
Whatever works for now... I will take it and finish the journey of making a cool game.