THE PROBLEM HAS BEEN FIXED!!!
I really cannot describe how overjoyed I am right now.
So the final fix was achieved using the following steps:
- In the Unreal Input Settings, set up your Axis like this:
Essentially you are picking a name for the joystick, in this case MoveLeft, and then creating two axis for the joystick MoveLeft_Y, and MoveLeft_X. This is something I had done before but had missed a crucial step.
2.Open the SteamVR Input menu, and go ahead and click down each button in order, “Regen Action”, “Regen Controller”, “Reload Action”, and then finally, open the SteamVR Binding Dashboard.
Click on “Edit” next to “Current Binding” and it will bring up the binding menu. In my case I was trying to assign the Left Joystick, so I click on the little edit pencil, and then click on “None” lined up with Position. You should now see “MoveLeft” (or whatever you “named your joystick” like I had called it) as a listed Vector2 action. Congrats! You’re so close!
Then finally you just need to map your inputs in your C++ file. I will show my setup:
As you can see, HERE is where you will be using _X and _Y again. The Vector2 “MoveLeft” only exists for the sake of SteamVR. Unreal only has Vector1, so steam is essentially sending two Vector1 values that get split up by Unreal. So now just use these axis as you would with any other controller.
I really hope this helps someone else, because this is a problem I have been dealing with for far far too long. Thank you so much to everyone who helped get me here. I am overjoyed.