[4.9][OS X] Missing UE4Editor-InputDevice.dylib

I didn’t have time to try from source yet. It didn’t work with the binaries.

[13/14] Link UE4Editor-PSMove.dylib
clang: error: no such file or directory: >‘/Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor-InputDevice.dylib’

Thank you for trying. Can we expect a new release of the plugin for Mac anytime soon?

I was able to build a basic project using the plugin using UE 4.10.1 built from source. The plugin isn’t functioning properly right now in Mac but that’s a separate matter.

Ok. Building with your project works alright. Probably that I was using the dylibs from psmove-api’s original Git repo.

Now, the plugin doesn’t load into UE4. But, as you said, it’s a separate matter. Are you working on it or should I turn to windows? Does it work well on windows (the pseye and psmove)? Thank you!

Tried installing Windows 10 and UE4 4.10.1 and finally your test project:

  • The VR preview does not work (the camera wakes but the psmove doesn’t light up).
  • The psmove works fine when using standalone game window (VR doesn’t work in this case).
  • The binaries inside the plugin folder all work except magnetic_calibration which after succeeding the first calibration test, asks for the Move to be placed on a surface to align to gravity but doesn’t respond anymore (had to ctrl+c).
  • Tried also to build my own project like you describe but it behaves exactly as yours.

Any idea?

I’m going to ask Brendan to take a look because he’s the one that made the most recent changes. I’m commenting here so he can search for his name.

I just tried syncing (https://.com//SimpleUE4PSMove) locally on my Win 8.1/ UE4.10 work machine and it appeared to work correctly in VR preview. I also tested the included magnetometer_calibration exe with two controllers and it appears to work. I’ll sync up on my win10 machine at home tonight and see if I can repro your issue.

Just finished building and testing on Win10/UE4.10.1 at home. I did a fresh sync of 's SimpleUE4PSMove and was able to:

  • pair a controller
  • run the magnetometer calibration
  • run ps3eye_sdl to test the camera
  • run test_tracker to verify the tracker
  • run visual_coregister_dk2.exe to generate the corigistration transform needed to make the controller work in VR

Have you run all those config tools?

  • Magnetometer setup outlined: here
  • Coregistration setup outlined: here

Thank you so much for the tests. Your detailed setup helped me get past the magnetometer issue by simply setting the controller vertically (this is missing in bullale’s tutorial).

I can’t get past the coregistration tho, I’ve got an issue with the Move not lighting up:

INFO [PSMoveContext::init()] Initializing PSMove Context
    INFO [PSMoveContext::init()] Connecting
    ERROR [PSMoveContext] No PSMove controllers connected!
    INFO [PSMoveContext::init()] Connecting
    ERROR [PSMoveContext] No PSMove controllers connected!
    INFO [PSMoveContext::init()] Connecting
    INFO [PSMoveContext::init()] Turning on PSMove Tracking Camera
    Copied default tracker settings to tracker->settings.
    [PSMOVE CRITICAL] Assertion fail in psmove_tracker_load_smoothing_settings: fp != NULL
    Warning: No lens calibration files found.
    ^C

The other binaries like test_opengl and test_tracker work fine which has me a bit confused as of why this particular binary does not function correctly.

This isn’t really a UE4 problem anymore. Can you please post an issue in ?

Hi, sorry I was away these last days. I can’t post the issue on because BrendanWalker apparently isn’t having the same behavior as my setup. I’m trying to get in touch with him first.

Hi, I just installed Unity and the results are still the same as UE4. I can’t get the psmove to light up when previewing in VR although I still can use magnetometer_calibration successfully.

visual_coregister on the other hand does not respond on the psmove stage.

The pseye is working correctly and test_opengl also works fine.

Can you please help?

I’m not going to answer any questions here unless they have to do with bugs in UE4. Please go to the issues page I linked above.

woops sorry, I thought my reply was targeted to BrendanWalker. I’m gonna go to since this is no longer the right thread for this. thanks

It happens to me when xcode building the project. And my environment is . UE 4.21.2

And fixed by, launching the Unreal Engine 4.21.2 first, then xcode
build.