# Set Haptics By Value stops after about 3-4 seconds on Oculus Touch

**URL:** <https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660>\
**Category:** XR Development\
**Tags:** bug, unreal-engine, oculus-vr, question\
**Created:** [October 27, 2016, 8:02pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660 "2016-10-27T20:02:25Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![Daniyal\_Mirza](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Daniyal\_Mirza](https://forums.unrealengine.com/u/Daniyal_Mirza)\
**Post date:** [October 27, 2016, 8:02pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/1 "2016-10-27T20:02:25Z")

</div>

Can be tested out in the QAGame project. I’ve tested this in Editor. Besides the erratic behavior already logged in [UE-33361](https://issues.unrealengine.com/issue/UE-33361), SetHapticsByValue stops vibrating after 3-4 seconds. Works as expected, i.e. continuous Vibration, on the Vive Controllers.

---

<div class="post-metadata">

**Author:** ![HEGI](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hegi/32/1194664_2.png) [@HEGI](https://forums.unrealengine.com/u/HEGI)\
**Post date:** [April 7, 2017, 1:24pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/2 "2017-04-07T13:24:37Z")

</div>

Still not working in 4.15. On the Vive it works fine.

---

<div class="post-metadata">

**Author:** ![Acriax](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/acriax/32/472400_2.png) [@Acriax](https://forums.unrealengine.com/u/Acriax)\
**Post date:** [October 5, 2017, 12:21pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/3 "2017-10-05T12:21:03Z")

</div>

Still not working in 4.17.2

---

<div class="post-metadata">

**Author:** ![RC-1290](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rc-1290/32/261500_2.png) [@RC-1290](https://forums.unrealengine.com/u/RC-1290)\
**Post date:** [April 20, 2021, 10:14am UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/4 "2021-04-20T10:14:06Z")

</div>

I wonder if [this question](https://answers.unrealengine.com/questions/1025599/successive-haptic-pulses-stop-working-after-a-few.html) might be related. I wasn’t sure, given that I encoutered this with the Valve Index controller, but perhaps as a work-around you could try calling SetHapticsByValue without any 0 amplitude calls following it.

---

<div class="post-metadata">

**Author:** ![SwarogAvatar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SwarogAvatar](https://forums.unrealengine.com/u/SwarogAvatar)\
**Post date:** [May 11, 2021, 4:49pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/5 "2021-05-11T16:49:42Z")

</div>

Don’t know the cause, but found a simple workaround (UE 4.26).

Touch controller will stop vibrating after 3 or so seconds only if the amplitude stays the same. This can be easily prevented pulsating your amplitude a bit (not noticeable to user) **Make Pulsating Value** does the job.

 ![338517-pulsehapticsamplitude.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/5/7/d57987403f2814a95ed08471365006e57247a850.png)

**IF you’re using OpenXR plugin** , every SetHapticsByValue needs to be preceded by another SetHapticsByValue with frequency and amplitude set to 0. The amplitude being the same does not matter.

 ![338516-openxrhaptics.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/b/1/1b1e8200f868d7a927995bb103d7b1460446ce4e.png)

---

<div class="post-metadata">

**Author:** ![RC-1290](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rc-1290/32/261500_2.png) [@RC-1290](https://forums.unrealengine.com/u/RC-1290)\
**Post date:** [May 12, 2021, 3:18pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/6 "2021-05-12T15:18:03Z")

</div>

Interesting that your work-around is to precede every call with a setHapticsByValue of 0, whereas mine was to find a way around a frequency of 0 being sent AFTER. (worth noting) I haven’t had a chance to try your suggestion yet.

---

<div class="post-metadata">

**Author:** ![SwarogAvatar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SwarogAvatar](https://forums.unrealengine.com/u/SwarogAvatar)\
**Post date:** [May 13, 2021, 12:01pm UTC](https://forums.unrealengine.com/t/set-haptics-by-value-stops-after-about-3-4-seconds-on-oculus-touch/374660/7 "2021-05-13T12:01:12Z")

</div>

huh, weird 😛 Well, OpenXR really messes with VR stuff in 4.26.
