You don’t necessarily need to map the controller events to input events, even if it is good practice to do so. I have posted some time ago a map of the Go controller events, you can look it up on this forum. Or consult the Oculus dev documentation for UE4.
I am still struggling to figure out how you set the motion controller up. Not too much documentation on this by Unreal. Although the GearVr scene is useful it doesn’t show the inputs for the actual controller, and what nodes need connecting. I can deploy my scene to the Oculus Go and have head rotation but still struggling to get a basic movement of forward and back. Will probably ditch this for now and head back to my trusted Vive until there’s more clarity.
Does anyone know if there is some kind of input manager plugin available…would be pretty useful.
If you want to move forward for example, you can use the touch pad Y axis for it. If you are already familiar with the Vive, it is exactly the same. In case open a new thread with some information about what you are trying to achieve (your BP’s and control mapping) and you will get further help from the community.
Afraid my Android experience is rather lacking compared to my Desktop Vr - but any further pointers or tips would be very much appreciated!
Have bought in your confirmed input controls, and have been hunting around on the forums and Youtube to try and work out what these need to be plugged into.
If you know of any guide to further get where I want to be, please feel free to share ; )
My aim at the moment is to get the motion controller working with simple left, right, and back and forth motion.
That’s what I was pointing earlier. Once you have identified the proper input events, there is no difference between the Go and the Vive/Rift. If you want to move forward, get the Thumbstick Y Axis input, feed it into an AddActorWorldOffset and you are good to go. Same for rotation, etc. You can even easily adapt the standard VR Template to make it work with the Go. Just adapt the MotionControllerPawn code for Begin Play according to your your example above and you are in business.
Not all of them. Usually you take the controller axis, say the Y, and map it to a movement of the actor. The Y axis typically is mapped to the forward/backward movement. The direction of the movement is therefore given by the Forward Vector of your actor (the VR pawn in this case). So you multiply the output of the axis input [0…1] by the direction vector (Forward Vector) and by a float >1.0 which represents the “speed” of movement, then pass the result to AddActorWorldOffset.