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Oculus and Vive control mapping conflicts when trying to make cross-platform.

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    Oculus and Vive control mapping conflicts when trying to make cross-platform.

    I've been struggling to make my Vive project playable on the Oculus Rift because some of the controls conflict with each other. I'm trying to use the A, B, X, Y buttons on the Oculus which are represented as Face Button 1, 2, 3, 4 in UE4. Now the issue is that the Face buttons also correspond to areas of the trackpad in Vive causing those inputs to be activated whenever teleporting when using Vive controls.

    How can I add input to the face buttons on the Oculus without having conflicts with the Vive control schemes? I heard that I would have to build a system that handles platform-specific interactions - is this really the only way and if it is, where should I start?

    Thanks!

    #2
    Hi, you can set at begin play a detection of wich VR headset is in use. There is the same system in the VR template to set the height of the camera Pawn. Then branch out after the controller input to set wich one to use. Hope this help.

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      #3
      Did you ever figure this out, Kami?

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        #4
        I think I just figured it out. If I package for 64bit, it works! If I package for 32bit, it doesn't work.

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          #5
          Originally posted by SplicedImmersive View Post
          I think I just figured it out. If I package for 64bit, it works! If I package for 32bit, it doesn't work.
          Hey! As Tredigraph suggested, I detect which HMD is being used with "Switch on EControllerHand". At that point, I just use branch nodes on inputs to check which HMD is used and then correspond that with the appropriate action. I package mines in 32bit. Hope this helps!

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