# OpenXR VR Template | Feedback and Discussion

**URL:** <https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425>\
**Category:** XR Development\
**Tags:** unreal-engine\
**Created:** [August 19, 2021, 9:32pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425 "2021-08-19T21:32:07Z")\
**Posts on this page:** 20\
**Page:** 8

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**Author:** ![Brictone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brictone/32/477959_2.png) [@Brictone](https://forums.unrealengine.com/u/Brictone)\
**Post date:** [May 28, 2022, 8:32pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/141 "2022-05-28T20:32:53Z")

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I’m having a problem with the Valve Index controllers. Specifically it seems like the grab and release is inconsistent. Sometimes I grab, and the object will pick up, sometimes I release and the object will not drop. Sometimes I grab with the opposite hand and it will swap hands. It really seems like 10-50% success when I grab and release.

I read another thread there’s a bug with the index and OpenXR and Grip Axis but just making sure to have the Valve Index (L or R) Grip Axis in the GrabAxis(Left and Right) will solve it. This is also in the Action mappings, so not sure why it’s so inconsistent. My controllers work fine in other games.

> [@OpenXR Valve Index](https://forums.unrealengine.com/t/openxr-valve-index/540354):
>
> Hi, I just migrated a project based on the VR Template from UE427 to UE5 . I’ve noticed that the grab and release is super buggy in UE5. Grabbing and releasing does not work consistently in UE5. I’ve tried updating the steam app to beta v1.22.8, but it doesn’t appear to help much. Has anyone else run into this issue with the Valve Index? Any thoughts?

I also tried adjusting the controller bindings and reducing the grip response ( not sure on that term ) and I didn’t get a change cutting it in half.

Anyone else have Index Knuckles and get odd grab behavior?

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**Author:** ![Rectus\_SA](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rectus\_SA](https://forums.unrealengine.com/u/Rectus_SA)\
**Post date:** [May 29, 2022, 1:01pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/142 "2022-05-29T13:01:43Z")

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A similar PIE option to UE4 should appear in the same location if a VR plugin has successfully been loaded. If you are using the UE5 VR Template with the default plugins, this likely means the OpenXR plugin has not loaded properly.

The first thing to check is that you have an OpenXR runtime installed. Make sure that the Oculus PC software setup properly, and that other OpenXR applications work.

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**Author:** ![motorsep](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/motorsep/32/918698_2.png) [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Post date:** [May 29, 2022, 6:25pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/143 "2022-05-29T18:25:10Z")

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@VictorLerp By chance, do you plan to add climbing (and pulling player when standing/sitting) functionality to the Template in the nearest future ?  
Zero-G movement would cool addition too 😉

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [May 29, 2022, 11:22pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/144 "2022-05-29T23:22:22Z")

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This is not a regression, it’s a known bug. We have a fix but it’s unlikely that we can apply it in a hotfix. I will communicate the CL when it’s on Main, however.

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [May 29, 2022, 11:26pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/145 "2022-05-29T23:26:02Z")

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> [@Brictone](#):
>
> I read another thread there’s a bug with the index and OpenXR and Grip Axis but just making sure to have the Valve Index (L or R) Grip Axis in the GrabAxis(Left and Right) will solve it.

Yes, and remove the Valve Index Grip Axis keys from the GrabLeft/GrabRight action mappings. You’ll also have to reconfigure the logic to use the GrabAxis Input Events instead of the GrabLeft/Right.

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [May 29, 2022, 11:28pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/146 "2022-05-29T23:28:39Z")

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The only feature that’s in the pipeline is to add hands to the template, but I have no timeline to share as to when that’ll ship.

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**Author:** ![Kavan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kavan/32/1194623_2.png) [@Kavan](https://forums.unrealengine.com/u/Kavan)\
**Post date:** [May 30, 2022, 12:11am UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/147 "2022-05-30T00:11:56Z")

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I’m glad it’s known… this crash is a bummer late at night when I forget to press Esc before removing my headset.

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<div class="post-metadata">

**Author:** ![Brictone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brictone/32/477959_2.png) [@Brictone](https://forums.unrealengine.com/u/Brictone)\
**Post date:** [May 30, 2022, 12:58am UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/148 "2022-05-30T00:58:42Z")

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Ahhh! Perfect, removing it from action mappings, makes sense, maybe I didn’t read the last post correctly.

I’m still not getting any info from the grip axis mapping, or input action, maybe I’m still missing something? Watching the float from the grip inputAxis It’s 0.0 while playing and squeezing the grip.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/9/1/d913c8da3462bdad95d80f4714ecf8324a816ebf.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/d/b/fdbaedd59c37c16fba0901e53182d68d5004039e.png)

Thanks!  
@VictorLerp

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<div class="post-metadata">

**Author:** ![Rectus\_SA](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rectus\_SA](https://forums.unrealengine.com/u/Rectus_SA)\
**Post date:** [May 30, 2022, 7:22am UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/149 "2022-05-30T07:22:19Z")

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Are you planning on incorporating the OpenXR finger tracking support into this?

If so, do you accept pull requests for features relating to it? I’ve implemented anim graph nodes for setting the bone poses, and support for the hand joint motion range extension. I would just need to port it to UE5.

[https://twitter.com/rectus\_sa/status/1479818809649287173/](https://twitter.com/rectus_sa/status/1479818809649287173/)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_f1c77365](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f1c77365](https://forums.unrealengine.com/u/anonymous_user_f1c77365)\
**Post date:** [June 6, 2022, 9:52am UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/150 "2022-06-06T09:52:41Z")

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Any chance the template final destination will be fully physical body and hands that will allow users to build on it super easily without having to touch anything?  
Something like ALS, but for VR.

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**Author:** ![maxdark](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@maxdark](https://forums.unrealengine.com/u/maxdark)\
**Post date:** [June 6, 2022, 10:51am UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/151 "2022-06-06T10:51:22Z")

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Hello. I’m using 5.0 vr template with htc vive. I think something wrong with haptics. It’s getting stuck vibrating different freq and amps every time when i grab “Grabable object” and “rifle”. I can’t control it. I enabled steam VR plugin over Openxr and tried steamVR haptic nodes, it worked. But i lost all teleportation functionality now. so is openxr plugin bugged or its template?

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**Author:** ![christuusgnosis](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@christuusgnosis](https://forums.unrealengine.com/u/christuusgnosis)\
**Post date:** [July 10, 2022, 2:29pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/152 "2022-07-10T14:29:35Z")

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I use just open xr with no steam or oculous working with a rift.

I like the template  
but I wish they would supercharge it with some more locomotion types  
The things that are in VR expansion plugin should be in the template and it should have several different maps showcasing different locomotion modes and things like zero g  
it should be much more comprehensive  
people are reinventing the same wheel everywhere

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<div class="post-metadata">

**Author:** ![motorsep](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/motorsep/32/918698_2.png) [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Post date:** [July 10, 2022, 8:44pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/153 "2022-07-10T20:44:24Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/7/6/d76aa79ae897f0a0bcbdd7bbef3fa02be18f6cb7.png)

Sadly, that’s all we will be getting someday … if we are lucky ☹

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<div class="post-metadata">

**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [August 3, 2022, 2:59pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/154 "2022-08-03T14:59:47Z")

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The template is not meant to be a sample project, but rather a barebones, not-bloated project that’s easy to expand upon. The Content Examples Sample project exists for different examples, and we’d like to have a VR section that contains locomotion examples, etc. But the template will continue to be limited in scope.

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**Author:** ![motorsep](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/motorsep/32/918698_2.png) [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Post date:** [August 23, 2022, 3:39pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/155 "2022-08-23T15:39:36Z")

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@VictorLerp  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/5/4/254d9c725dfed7cab3fb13e26b5bea2a67e6f84f.png)  
This commit makes zero sense. This option is essential for mobile VR, why disable it and even remove it from Project Settings !?  
Does Epic of these days really really hate mobile VR ?!

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**Author:** ![theengineer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@theengineer](https://forums.unrealengine.com/u/theengineer)\
**Post date:** [September 21, 2022, 9:07am UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/156 "2022-09-21T09:07:39Z")

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@VictorLerp - hey Victor, do you know anything about why packaging the VR template (5.03) on a machine that does not have Visual Studio installed fails? - seems to be an issue with projects that contain plugins - is there a neater workaround than installing VS? (can configure pcs with Visual studio on them just fine)

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<div class="post-metadata">

**Author:** ![AxSoler](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/axsoler/32/250446_2.png) [@AxSoler](https://forums.unrealengine.com/u/AxSoler)\
**Post date:** [November 1, 2022, 5:27pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/157 "2022-11-01T17:27:20Z")

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Hi Victor. Is this gonna be somehow finally added or improved for 5.1?  
Thanks!

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<div class="post-metadata">

**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [November 1, 2022, 5:39pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/158 "2022-11-01T17:39:21Z")

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5.1 is already feature complete, and the updated version includes Enhanced Input support and hand models. Improved VR User Interfaces is still something we’d like to do, but we currently don’t have a timeline for it.

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<div class="post-metadata">

**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [November 1, 2022, 5:41pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/159 "2022-11-01T17:41:29Z")

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Non-default Engine plugins doesn’t have their .dll’s built for the binary version(s) (OpenXR in this case). This is a limitation that unfortunately isn’t easy to solve, but we’re looking into solutions. For now, having Visual Studio 2022 installed is the way to go.

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<div class="post-metadata">

**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [November 1, 2022, 5:45pm UTC](https://forums.unrealengine.com/t/openxr-vr-template-feedback-and-discussion/246425/160 "2022-11-01T17:45:06Z")

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You’re referring to EXT\_HandTracking yes? The new hand models’ skeleton is rigged and named based on that extension’s specification. I’d like to take a look at your PR, please submit it and send me a link to it!

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