Build to GearVR MouseY broke in engine viewport

So I made a new empty project for mobile/tablet without starter content. I have made no modifications to the default camera or starting point in the game, everything is as it was. After messing with trying to get the thing launching to gearVR for almost 2 hours my mouseY stopped working in game preview standalone. No controls were ever messed with or modified, just launched the project after enabling simpleHMD in the VR plugins sections.

So I went ahead and disabled simpleHMD and my Y axis works again. Anyone else having this bug?


The issue described above sounds like it could be a known issue. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Could you provide a detailed set of steps to reproduce this issue on our end?
  2. Could you provide screen shots of any blueprints that may be involved with this issue?
  3. Could you elaborate on what you mean by “my mouseY stopped working”?

Report it as a bug, as I can only ever recover such mouse controls in PIE, preview in editor, the first option.

Hello ,

Could you answer the questions asked in my original post?

If I provide a link to my project, you should be able to reproduce it on your end.

The mouse tracks in Play → Selected Viewport,
But does not work for any other setups.

It is not an issue for this project, but it is reproducible here [:]D

After taking a look at the project that was linked. I believe that this is a known issue (UE-28673) that has been submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day