Hey, stuck on a frustrating bug. UE5.5, VR project on Quest 3 via Quest Link, VR Template + Enhanced Input. Everything was working perfectly for weeks, then suddenly broke — now inside Unreal, no controller button/axis input registers at all: fingers don’t curl on grip, grab does nothing, even a simple reset button (that used to work fine by pressing it) doesn’t respond either. I haven’t knowingly touched anything related to input setup right before it broke.
Hand position/rotation tracking still works fine — hands move correctly in space — it’s specifically button and axis input that’s dead inside Unreal. Outside Unreal, in the Quest’s own native interface/menu, the same controllers work completely normally (finger curl, buttons, everything), so it’s not a hardware/controller fault.
Tested with both my custom Pawn and the template’s original unmodified VRPawn, same result on both, so it’s not a Blueprint logic bug on my end. Input Mapping Context looks correctly configured (grip axis is properly bound to Oculus Touch Grip Axis with the right fallbacks).
Already tried: restarting the Quest Link app, headset, PC, forcing dedicated GPU usage for the Link app, restarting the Oculus VR Runtime service — none of it brought input back.
Also getting occasional hard freezes in VR Preview after a few Play sessions, not sure if related.
Anyone seen ALL controller input silently die inside Unreal like this, while tracking and native OS input still work fine? Trying to figure out what could break the whole input pipeline at once without any code change.