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If UE4 SteamVR plugin generated binding and actions manifest files, it would re-associate UE4Editor with actual inputs every time you open a project. Binding files are only geenrated in editor. For packaged game, user can overwrite them via standard SteamVR interface.
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I want VR input in my project working regardless of hardware I use. For Vive controllers, Knuckles, Touch via SteamVR, Touch via Oculus API.
Example: I use touchpad for locomotion input. But touchpad on Knuckles isn’t good for this purpose, because it has very limited X axis. Instead, I have to use joystick. So I need custom binding files to bind Vive/touchpad and Knuckles/thumbstick to the same action, because I can’t separate touchpad at Knuckles from touchpad at Vive controllers in my player controller blueprint. And even if I could - it’s unnecessary duplication of work instead of unification.
Oculus has no similar input system, it uses default UE4 events for motion controllers. And I don’t understand how you’re going to build unified input system without using unified input events/axes.