How did you get the door in the VR template project? You shouldn’t just copy files across as any dependencies needed or conversion necessary won’t be checked. You will have to right click on the door blueprint and go to asset actions and then migrate. That will migrate all its needed for the door example to work.
To be fair I stopped using the oculus rift time ago so I never tested that project with it, however if the right buttons are assigned to the action mappings it should work. The buttons you use for the quest, rift s and rift are the same as far as I know.
So you if run your VR preview while looking at the VR pawn blueprint and having the window focused if you press the grip does the LeftGrip and RightGrip event fire? Are you testing all this in the VRContentExamples project itself?
If you go to the project folder inside the config folder do you see a JSON file and a folder called SteamVRBindings? If you do delete both the file and the folder. Not the ini files but the json file with the SteamVRBindings folder.
That is exactly what I aimed for, a full list of common VR interactions that are stripped away of any unnecessary fluff.
I’m a bit confused, do the events LeftGrip and RightGrip fire or they don’t?
In your case though since you are using a Vive the SteamVRInput could really be the issue. It will be enabled by default(it’s now part of unreal), you will have to make sure that the action manifest gets created before you can get your inputs working. If you don’t know what the plugin is and what it does look it up to see how to get it to work. I need to make a tutorial on this anyway since I would expect a lot of people to struggle with this. It’s the least intuitive plugin I worked with so far.