# Getting OculusGo/GearVR CapTouch to work in code?

**URL:** <https://forums.unrealengine.com/t/getting-oculusgo-gearvr-captouch-to-work-in-code/450968>\
**Category:** XR Development\
**Tags:** Input, Oculus, unreal-engine, gear-vr, question, CPP\
**Created:** [June 20, 2019, 1:33pm UTC](https://forums.unrealengine.com/t/getting-oculusgo-gearvr-captouch-to-work-in-code/450968 "2019-06-20T13:33:00Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![BananaGuard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BananaGuard](https://forums.unrealengine.com/u/BananaGuard)\
**Post date:** [June 20, 2019, 1:33pm UTC](https://forums.unrealengine.com/t/getting-oculusgo-gearvr-captouch-to-work-in-code/450968/1 "2019-06-20T13:33:00Z")

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Hey guys,

I’m trying to set up all my vr inputs in code and I have managed to do so for everything except for knowing whether the touchpad is being pressed or not.

For now I just have a blueprint node which calls a function a c++ function like this since I couldn’t get the bindings correct in code:

![280258-capture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/c/6/6c6fb074e421fe6bfa4837a3639653f91f43836a.png)

I would prefer to just get the axis mapping working correctly in code to begin with. This is what my defaultInput.ini looks like.

 ![280259-capture1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/e/0/fe01c7a2e543722d5551308dabb76baf1545e51b.png)

All of the above inputs I managed to bind to the player input controller with no issues but I could not find a way to get the CapTouch input to work.

If anyone could help me out here I would greatly appreciate it.
