Motion controller buttons in Non-VR mode

Hello guys,

I want to access oculus controller’s buttons function without entering VR mode. I have been trying preference setting
but still couldn’t find any way to access the buttons in Non-VR mode even though hand is being tracked.
Can someone please help?

Thanks in advance!

I gues thats not possible without changes to the engine. As you are not using VR, Unreal should not query a VR system for its state. Yes the controllers are updated … I considere that as a Bug.

I see. Thank you for your reply.

What are you trying to do?

I am trying to let user to use oculus controller without the hmd. I need to use hand tracking and the buttons’ function. Sorry for the late reply

If you have C++ capabilities and a source build of the engine, modify it to query the VR system even if not playing VR.

If not: Have a pawn/actor, depending of what you want to achieve. Then use a SceneCaptureComponent as your main view into the world. Use the output of the SceneCaptureComponent and set it as spectactor screen with the SpectatorScreen nodes. Not sure if the VR Headset is needed, but you can just place it in a corner (Or try to unplug it). Start in VR and you can use the controllers.

We did that while creating a digital paint wall that can be painted on with the VR controllers. But you will get a huge inpute delay of maybe 7 Frames, maybe more.

Currently I am placing a fixed camera and I start the game in VR mode. In this way I can access the controllers’ button with my headset put aside. I guess this is quite similar with your SpectatorScreen method which I had followed and tried. However using this method still requires entering VR mode and the headset plugged.

For now I think I need some time diving into c++ to modify the VR system query method.
Really appreciated for your help!

Did you ever find a good solution to this? I’m also trying to access the controller trigger button but I don’t want to do it in VR mode. Kind of maddening how this “should” be trivial.

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