HTC Motion Controller used outside VR platforms?

Though I work with the HTC Vive within UE4’s VR platform, I wish to implement only the motion controllers in a normal game project that uses the iLocalPlayer4UE4 to come out to a 3D projector in side-by-side. Presenting to groups a live fly-through a scan-based model of a cave with the ability to dynamically light it with this gesture-controlled virtual flashlight will add a lot to the believability of the immersive experience. I see no way to do this presently, since the VR platform only sees the motion controller, base station, and receiver (a small bluetooth dongle, not the the receiver in the HMD) as an input device. I realize I’m going off map, but can this problem be solved by pulling the appropriate code from within the source code of the VR platform engine and pasting that into a special build? If so, any thoughts what I’m looking for and what all I need to account for in this workflow? Many thanks!

I don’t think that’s possible because the controllers connect to the headset itself

How about just from a coding point of view? I called Vive and they said, as you suggested, that the receiver (cameras) inside the HMD can be bypassed by using a bluetooth dongle as receiver to the PC. With that provided for, can the Vive plugins be applied to a project not set up for the Vive, yet support those controllers? Thanks. Sorry the delayed response, didn’t reach my email, happened to see this in my profile.

The first thing is whether or not you can connect the controllers to your PC with a bluetooth connection. After that, you have to check and see if UE4 will work with the controllers without the headset connected. My guess is no. You might be able to get the button inputs but it probably gets the tracking information as a part of working with the headset.