Okay, this fix has gone in Perforce, and been mirrored over to GitHub.
P4 CL: 2599910
GitHub: https://github.com/EpicGames/UnrealEngine/commit/90520bd40e572907e622c6f2446e7bfea236d4f5
The change is very simple, and basically consists of making your SteamVRFunctionLibrary.h have the following:
The same changelist also has a fix for input being sent all the time in the editor, which made it hard to use the editor with the new wireless Vive controllers. I recommend taking both.
If you want to get tracking information in your project, update your project’s Build.cs file to include PrivateDependencyModuleNames with “SteamVR,” and then include “SteamVRFunctionLibrary.h”, and use the functions defined in there to get tracking information for the controllers.
For the SteamController inputs (e.g. key presses), you shouldn’t have to directly add the module as a dependency. Those route through our normal input system, so you can bind them to standard game presses. The mapping is defined in SteamVRController.cpp. Look for:
You simply need to listen for those events as you would any other controller (mouse, keyboard, Xbox controller, etc), and use them normally. You shouldn’t define a dependency to SteamController in your project explicitly.
Hope that helps!