[=savantguarde;150021]
Hey ! Thanks for all the work. Had a quick search and can’t quite find what I want to do with the plugin… rather than explicitly setting the input mapping from the editor (which works fine) I would like to set a default state for one of my pawns. similar to:
UPlayerInput::AddEngineDefinedAxisMapping(FInputAxisKeyMapping(“CinePawn_Yaw”, EKeys::MouseX, 1.f));
However, when I try to replace EKeys::MouseX with say EKeysHydra::HydraLeftRotationYaw I can’t get it to compile b/c the required header FHydraPlugin.h cannot be found by my project. I don’t have an issue finding the public headers such as HydraDelegate.h etc though. What is the best way to expose the EKeysHydra so I can create my own definedAxisMapping in code? Thanks!
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When I moved the EKeysHydra structure in 0.6.2 to clean up the dependencies it hid the keys from C++ input mapping. With 0.6.5, these have now been moved back to the delegate and their object code definition has been moved to the delegate as well. means your required use case will now work, just make sure your project has a HydraDelegate.cpp copy in the project source folder in order for it to compile (which you will want to remove when you compile for shipping since it collapses the dll into monolithic .exe).
[=davidmcclure]
Hi guys, I’m having some trouble getting the plugin to work. I set the input as advised but nothing seems to happen. If I turn on the Sixense Motion Creator 2 I get some movement, but as a joypad. Please could someone post an example project so I can see what I’m doing wrong?
Also, the VRMotionInput plugin looks incredible , I can’t wait to try it
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Will need more information to help you out. How are you trying to use the plugin? The simplest way to use it is to drop the HydraPluginActor into your scene and use the input mapping system. The second simplest way is to use the provided blueprint events that are emitted inside HydraPluginActor to bind the received data to whatever you want to do as is shown in the video.
The VRMotionInput plugin is a bit delayed for now, have a lot on my plate atm, but will hopefully get around to releasing the base code soonish ™.