Mouse X and Y input axes don't work with touchpad

I recall Oculus suggested to used mouse axes for Gear VR’s touchpad swipes. Somehow it doesn’t work with UE4 on Gear VR :confused:

Per Epic it sounds like it’s not supported :confused:

Going off-topic, the problem with not supporting this is that if player wants to use bluetooth keyboard and mouse with Android, player wouldn’t be able to :frowning:

Bluetooth controllers are supported and show up with axes and buttons for gamepads. This is not mouse x/y.

So how would I work with bluetooth mouse if I want it to be functioning as PC mouse, but on Android? (in UE4)

Btw, just noticed something interesting. When I take out phone from Gear VR, the phone reports “mouse disconnected”. So, perhaps Gear VR’s touchpad is a mouse after all if system treats it like one?

Anyhow, I tried using InputTouch and got location out of it (can use it to determine swipe). However, I am not sure how to determine whether it’s a front-to-back or back-to-front, or top-down, or down-up swipe :confused:

How can I do that?


Remember the location of the touch begin and compare to location of touch end to determine the swipe direction.

From what I saw yesterday, if I swipe from back to front, I get this:

[2016.04.29-04.18.52:340] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1268.005 Y=738.986 Z=1.000
[2016.04.29-04.18.52:356] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1266.005 Y=738.986 Z=1.000
[2016.04.29-04.18.52:374] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1266.005 Y=739.986 Z=1.000
[2016.04.29-04.18.52:391] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1264.006 Y=739.986 Z=1.000
[2016.04.29-04.18.52:408] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1262.007 Y=739.986 Z=1.000
[2016.04.29-04.18.52:442] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1261.007 Y=739.986 Z=1.000
[2016.04.29-04.18.52:459] 0]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] X=1247.013 Y=738.986 Z=1.000

If I swipe from front to back, I get something similar, where X goes from larger value to smaller value. So when I compare it, direction will be indistinguishable, since in both cases value goes from larger to smaller and is always positive :confused:

I think you mean moving your finger over the trackpad surface on the GEAR VR, get touch input and that behave like a mouse.


Let me know if that works, just wire it up to print string somewhere :smiley:

For your numbers, that just sounds like an algebra problem, solve for the bounds [a,b] and scale (clamp)!!

It doesn’t behave as mouse. Mouse coordinates always begin from 0, and can be either negative or positive, depending where you move it from initial position (initial position is always zero). Gear VR’s pad is detected by OS as mouse, and Unity for example treats it as mouse (there is no pressure, there only 1 finger support, so it’s not really a pad). UE4 treats it as touch screen apparently.

That’s not how my touch input node looks like. What engine version are you using ?

I had basics working already. That’s how I got those coordinates. Just need to figure out how to determine swipe direction.

Alright, I don’t know what I was doing yesterday, but today I got swipe direction figured out. Thanks all!

hi,can you help out please?

Sorry, I am still learning the ins and out of the engine/BP myself, so I am not the best person to ask for help at this moment. However, here is a good solution for you: How to enable/use GEAR VR Controls - VR and AR Development - Unreal Engine Forums

Thanks i all ready have that link, now i switched to HTC vive its much much better especially with room scale…