I am trying to get the Steam VR overlay to launch inside my Oculus rift using UE4, but I have yet to find a method that is acceptable, has anyone had luck with this? I have spoken to several players that were upset by the missing functionality of their Steam game and would like to address this for them, but so far my hands have been tied.
I have already tried using ‘hmd=steamvr’ on the command line, but it leads to many undesirable results, and on a few test computers it simply doesn’t work at all.
I have even gone so far as to try swapping out the HMDDevice in GEngine at runtime, obviously with even worse results.
So I am hoping that somebody, anybody, has considered this besides just the players of VR games made in UE4, because really that is who we aim to please.
So I managed to use a command line parameter ‘hmd=steamvr’ to sort of push this problem forward. It definitely wasn’t a solution as it did more harm than good on a few fronts. The hands switched sides, the Oculus Touch control scheme unbound, and the button brought up the steam overlay, however the screen occasionally decides not to post to the Oculus Rift.
This seems like an awful lot of work just for one button, right?
Some day in the future when HMD’s start acting like real output peripherals and their controllers start acting like real input peripherals, we can have this mess sorted out and one button wont be such a hassle I hope.
Until then, there are limited workarounds. If you can handle re-mapping the Oculus Touch to handle inputs without the standard bindings (missing a few available buttons), and handle detection of what online subsystem the user has launched from, and handle detection of the Oculus HMD even though it is sort of reading out like a Vive HMD, then the game might function as desired. The two button loss for one gain is totally worth it, as most players in Steam will be pretty unhappy without the Steam overlay.
Hope this helps.