I have started developing for the Oculus Go and as one of the first steps I had to figure out the key mapping. This assumes the MotionController is mapped to the Right hand both in Unreal and within the Oculus Go settings. For the Left hand, just use MotionController (L) instead. I hope it is useful to others.
EDIT: updated to cover the Thumbstick Left, Right, Up and Down events.
You can use Is Device Tracked to check if the Left Hand is tracked and, in case, switch the Motion Controller component’s tracked hand to Left (you need to use Set Motion Source). You will need to have double input events, both (L) and (R) connected to the same actions. I tried using Motion Source = AnyHand but it doesn’t seem to work properly with the input mapping.
Hi guys. I tried this blueprint code and it doesn’t work for me. My default setting is right hand. On Begin play in my player pawn BP I’ve made branch for left hand setup but it starts in 0 position and controller doesn’t work. What am I doing wrong? Thanks.
Hiya, I must be a bit slow or something but I cannot get the motion controller to work. It only moved to the right and jumped when I followed the above, or my interpretation of. I played around again today and I have the following settings so I am not sure what is wrong.
I deliberately left the MoveRight settings at +1 because -1 didn’t seem to make a difference. Apologies if its really simple and straightforward but I had to walk away from it a month ago as was driving me insane and could only simulate my game using the keyboard. When I testing today, my Go decided to go AWOL(floating controller in air and not being recognised by UE4). So I couldn’t test out this recent mappings(where I took out the Jump as I thought it was conflicting with the other settings) - where I changed the Move Forward to -1. If someone would take a screenshot of their settings I would really really appreciate it.
I haven’t used any Blueprints along with this as it wasn’t mentioned as part of the course.Thanks, Sinead