Hi,
I have run into a strange problem, I’m working on a VR project where the controllers are used only for navigation purposes as of now. The navigation in the project which was previously working isn’t anymore. However, on disabling and reenabling the OpenXR plug in again, I’m able to use the controllers in the scene. This is happening with the template VR project as well. The strange observation is that this behaviour is visible on an already packaged project! When I reenable the plugin on the engine and then run the project that had been packaged few days ago, it works. I’m unsure what might be causing this, could anyone help?
(Prior to this, I updated the controllers when prompted)
UE version: 5.4
HMD device: HTC Vive.
Are you using the Advanced Input System? If you are, there’s a chance a higher priority input could be gobbling up the functionality you want.
Basically, it’ll dictate that if multiple commands could be done with the same input, it’ll make one of them always fire and anything with lower priority gets ignored.
Here’s an example:
The tickbox for ‘Consume lower priority Enhanced Input Mappings’ was ticked by default in my project, and it caused a lot of headaches.
You can use showdebug enhancedinput to see what’s firing, and what’s being consumed.
Now, you might be asking “How do I know if I’m even using that?”
The input node will look different from a standard input node:
You’ll have Triggered, Started, Ongoing, Canceled, and Completed.
If it’s not an input priority, you might be pulling your behavior off the wrong type of pin here.
A screenshot would help me get a better idea of what you’re trying to do.
Thank you, I have done no changes to the blueprints. I simply duplicated the VR Template and changed the scene to suit my project, for the inputs they are the same as the original version. It was working as expected until today.