First thing first, i’m using a custom branch of engine source code master branch (so is more 4.28 than 4.27) where i have enabled Motion Controllers mapping in the Input Mapping Context, you can see the pull request here https://github.com/EpicGames/UnrealEngine/pull/8389 .
This also happen with UE5 Early Access 2.
Now that i can map Motion Controllers to an Input Action i noticed a weird behavior, the Input Action is triggered only if the Motion Controller key i want to use is also bind in the project settings.
For example, if i want to use the A button on my Valve Index Controllers i have to:
- Go in project settings → engine → input
- Create an action mapping and bind button A
- Create an Input Action
- Add the Input Action to the Input Mapping Context and bind it to the button A
- Use my Input Action where i need it
Looks like the action mapping we create in the project settings “act like a bridge” between the Motion Controller and the Input Mapping Context, you don’t even need to use the action mapping, it just has to be here as a dummy.
This happen only with Motion Controllers, or at least with Valve Index Controller (i only have this VR device so i can’t test on others like Quest 1/2), mouse, keyboard and gamepad works fine.
I wonder if is a limitation of the Enhanced input system or of OpenXR Input.