Oculus Go Motion Controller Help

I am experiencing the same issue.
These are the steps I followed

Platforms

  • Unreal 4.24.1
  • Oculus Go
  • Windows 10
  • Working and tested together

Steps to recreate

  1. 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…
  1. Configure Pawn and controllers, following the steps in the “Creating Virtual Reality Walkthroughs”

  2. Add a Blueprint Pawn, named “VRPawn”

  3. Add a Scene

  4. Add a Camera to the scene

  5. Add 2 MotionControllers, to the scene

  6. Configure MotionControllers for Left and Right Motion Source

  7. Configure MotionControllers for Visualization Display Device Model default

  8. Add a Blueprint Game Mode

  9. Set the default pawn class to “VRPawn”

  10. Save and compile

  11. Play the scene, and launch it on the Go. No errors

  12. Open the “VRPawn” blueprint

  13. 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