Hey there,
We had the same issue this morning. We haven’t found a nice way of fixing it in the project settings. However we found a workaround.
- Create a txt file called "ManifestRequirementsOverride’ in the directory Game\Build\Android.
- Navigate to Game\Intermediate\Android\APK and open the file called AndroidManifest.XML
- Copy all the text in the <!–Requirements–> section and paste it into the “ManifestRequirementsOverride” file.
- There should be a line that says something to the effect of “<uses-feature android:glEsVersion=“0x00020000” android:required=“true” />”. Change this line to read "<uses-feature android:name=“android.hardware.vr.headtracking” android:required=“true” android:version=“1” /> "
New builds should now work correctly with Oculus input.
!WARNING!
This is a temporary fix that overrides settings that are defined in the Android settings of your project. This should only be used until a real fix is added to either UE4 or Oculus.
NOTE
The new file will most likely not be in a repository, so each PC with your project will likely have to go through this process.