Hello christuusgnosis, ok are there any videos that show this for unreal engine 5 and therefore show how to create the action take the object and drop the object by applying the htc vive controller key because I already know the take with the grab, but after I can’t drop it anymore, thank you for your help
you need to look in the bp for where the grabbing and dropping is
and find the name of the variable that fires the dropping and map the button you want to drop to that variable
its already in the bp, but you need to set the button on the vive to trigger it.
Wonderful, it worked for me!
The movement was being detected but not the buttons, now it works thanks to you!
So I spent like 3 hours trying out everything and in the end it was a duplicate action mapping… I had “GrabLeft” in my Action Mappings and also “GrabLeft” in AxisMappings. I removed it from Action Mappings and now all the buttons work. Wow
Hello just lookin thru this thread I’m wondering if I’m experiencing the same issue. I’m in the UE5 VR template, out of thebox all the action mappings seem to be set up already for the Oculus touch controllers. However, when I play in VR, the only controls that work are teleport with right thumbstick and turn left and right with left thumbstick.
I’ve looked thru the bp’s for the pistol and blocks, everything looks normal, but I cant grab anything. Any idea if there’s further setup required for those??
To anyone still having similar problems in UE5 using Enhanced Input with XR, check your Project Settings > OpenXR Input > Mappable Input Config for XR
, make sure it’s set to the correct PMI asset, and that all your Input Mapping Contexts are added to the Contexts list.
That’s what fixed my problem. It can happen if you migrate VRPawn to another folder or another project because PMI is not referenced by any of the VRPawn dependencies.
This tutorial saved my life if you need better explanation: How To Use Enhanced Input System With UE5 Using The VR Template. - YouTube
Cheers!
Fixed the same issue in Unreal Engine 5.4 by going to ‘project settings → Engine → Enhanced Input’ and adding my input action mappings.
Thanks. This solved my issue. Why do they make you add the context to the project when you’re adding it in the Blueprint already? VERY confusing.