Keep motion controller input working when window not in f


I’m trying to find a way to keep the Oculus motion controller inputs working when the game window does not have focus. The HMD and the motion controllers will keep moving when the window has no focus, but all trigger and button inputs are not handled.

I did try a few solutions already with no succes:

  • Override the FlushPressedKeys() function in a custom PlayerController
  • Force the FApp::UseVRFocus() by setting the FApp::SetUseVRFocus(false) on tick
  • Tried to use SetFocusToGameViewport in the level blueprint

The reason I want to be able to achieve this, is to allow another app to communicate with my Unreal app from the same computer.

Any ideas?