Actively detect when controllers power on and off?

Maybe I’m searching using the wrong words, but why can’t I find any documentation on this?

It’s rather annoying to have an inactive controller just frozen in place. I’d like to be able to handle it more gracefully.

Anyone know how?

I am not a VIVE specialist but wouldn’t this return FALSE if the controllers are turned off?

https://api.unrealengine.com/INT/API…ked/index.html

You can give it a try and see if this is indeed the case.

2 Likes

Ah, I did not know about that one, and it seems like it does. Thanks!

Great!

I think that might fire off when the sensors lose the controller for a second due to lag or obstruction. It looks like you’re only fiddling with visibility and I think the end result will be the preferred one but you may want to keep that in mind if you expand on that function.

Hi al!! I am currently experiencing a similar issue regarding how to detect if a controller (vive controller) turns off in steam vr while run time or when it begins play. So I followed a similar approach with the event tick but still it gives false values. It indicates currenttrackingstatus as tracked when it is actually off, I have also tried with the isTracked node but returns true in some situations where it should not. Any ideas??

Basically I want to detect how many controllers are active or not while playing.

Thank you in advance

If I remember right, some of the motion controller functions aren’t properly hooked up anymore in the OpenXR plugin. Try using the Get Motion Controller Data node instead. It’s possible it might not work with all runtimes though, OpenXR doesn’t require runtimes to report whether controllers are tracked, and some will falsely report them as always being active.

2 Likes