Hey aussieburger can you please elaborate a bit how you did it? I’m trying to wrap my head arround it but the explanation in the post you were refering to is also not very helpful since its using a lot of things like the enums totally without explanation. I get basicly what he is doing but since i’m not very experienced in UE it’s really hard to recreate it just from the description and screenshots. I’m really wondering why no one did allready share a solution. Is it because the bluebrint support for GearVr in Unreal is quite new? It would be just to comfortable to do the action and direction mapping like with “normal” input devices. I would be very glad for every explanation or hints!
They are just my own custom events to that do something on that swipe. All you need is actually already there - just replace those nodes with a print string printing the “direction” enum and you’ll see when you swipe up “up” is printed etc.
First, thanks for your reply aussieburger. I’m still new to UE4 and trying to learn blueprint. I was able to get “Print String” work, but I can’t get my character to move. If I connect jump node, it jumps so I must be missing something here.
So it’s something wrong with the add movement input values you’re feeding it. Best to get it working on your PC first - assign a key press to that node instead of one of these swipes to make it easier for you to find out what you are doing wrong with the movement blueprint node. Perhaps see how it’s done on the first person template when the W button is pressed for example and then copy that
Must exist something such easy as on the controller and start walking I Assume that you can do it in an Android Controller as the one in the VRBOX headset buy I have a Gear VR 2017 with the controller and still not working… I can believe how limited can be some things in technologie… the Android horrible joystick works but not the Gear VR Controller… incredible!