# Build to GearVR MouseY broke in engine viewport

**URL:** <https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367>\
**Category:** Cinematics & Media\
**Tags:** unreal-engine, question\
**Created:** [May 4, 2016, 12:44am UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367 "2016-05-04T00:44:29Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_1e7ca30c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1e7ca30c](https://forums.unrealengine.com/u/anonymous_user_1e7ca30c)\
**Post date:** [May 4, 2016, 12:44am UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/1 "2016-05-04T00:44:29Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_1e7ca30c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1e7ca30c](https://forums.unrealengine.com/u/anonymous_user_1e7ca30c)\
**Post date:** [May 4, 2016, 12:45am UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/2 "2016-05-04T00:45:30Z")

</div>

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

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [May 4, 2016, 2:18pm UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/3 "2016-05-04T14:18:37Z")

</div>

Hello

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”?

---

<div class="post-metadata">

**Author:** ![PerseusSmith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PerseusSmith](https://forums.unrealengine.com/u/PerseusSmith)\
**Post date:** [May 4, 2016, 6:43pm UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/4 "2016-05-04T18:43:26Z")

</div>

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

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [May 4, 2016, 8:25pm UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/5 "2016-05-04T20:25:27Z")

</div>

Hello ,

Could you answer the questions asked in my original post?

---

<div class="post-metadata">

**Author:** ![PerseusSmith](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PerseusSmith](https://forums.unrealengine.com/u/PerseusSmith)\
**Post date:** [May 4, 2016, 11:00pm UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/6 "2016-05-04T23:00:17Z")

</div>

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

> **[\[GearVR\] Template Project](https://forums.unrealengine.com/showthread.php?108899-GearVR-Template-Project)**
>
> Here’s something I’ve compiled from other peoples’ projects that seems to work quite well on SamsungGearVR. If you have any questions, suggestions -if you use it, just mention the ue4 community !! // https://youtube.com/watch?v=yA9AspoC\_Z8 ...

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [May 5, 2016, 2:44pm UTC](https://forums.unrealengine.com/t/build-to-gearvr-mousey-broke-in-engine-viewport/356367/7 "2016-05-05T14:44:04Z")

</div>

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
