Sorry I’ve been working on that very late yesterday. Some unexpected issues, but also the solution should arrive today I hope. I simplified all inputs.
The tricky thing is the cross-platform. I think I’ll go for the solution as spawning different pawns depending on Vive or Oculus. Plus, HMD detection doesn’t work client side but I’m detecting the presence of an Oculus profile instead.
Also, when that will be done my next target is enabling Oculus Avatars. To that, I’ll have to adapt the Subsystem login to the Oculus. For now Avatars work as a plugin, but I would like it better only in blueprints. We’ll see.
VOIP is also on the menu, I’ll also check that since it’s obviously very important.
Working hard on that stay tuned I’m going through each reported problem