I am experiencing the same issue.
These are the steps I followed
-
the Oculus Go Unreal Quickstart
-
the Unreal Online Course “Creating Virtual Reality Walkthroughs”
Platforms
- Unreal 4.24.1
- Oculus Go
- Windows 10
- Working and tested together
Steps to recreate
- Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart)
- Mobile
- Scalable 2D/3D
- OculusVR plugin
- No starter content
- etc…
-
Configure Pawn and controllers, following the steps in the “Creating Virtual Reality Walkthroughs”
-
Add a Blueprint Pawn, named “VRPawn”
-
Add a Scene
-
Add a Camera to the scene
-
Add 2 MotionControllers, to the scene
-
Configure MotionControllers for Left and Right Motion Source
-
Configure MotionControllers for Visualization Display Device Model default
-
Add a Blueprint Game Mode
-
Set the default pawn class to “VRPawn”
-
Save and compile
-
Play the scene, and launch it on the Go. No errors
-
Open the “VRPawn” blueprint
-
In the Event Graph, right click and type “MotionController”
Expected result
See options from https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/
for GO controller, such as
- MotionController (L) Trigger
- MotionController (L) Thumbstick
- etc…
Actual results
No listing for any MotionController (L/R) input.
Requested Action
Describe the steps required to be able to use a Oculus Go MotionController event in a blue print.
Thanks,
Mark