SUNROCK: SteamVR Knuckles Support for UE4

  1. It DOES generate binding and action manifests every time you open it though… The default bindings are just only overwritten if they don’t already exist. Steam Input no longer “remembers” manifest files between launches now either so it doesn’t corrupt other projects that are using the legacy pathway.

  2. Yes? That is the point of SteamInput, I think you might have misunderstood me, I wasn’t saying to NOT use SteamInput, I was saying that automating the binding by hardcoding it isn’t necessarily a good thing as the entire system is meant to be used off of the “action” names not hard axis references. When the generic interface becomes XR across the board they will ALL work much like SteamInput does currently.

I was responding to

, which it shouldn’t have to do, as that would be an event that you can define through the editor and set up with the bindings files.

Regardless I don’t exactly have the native oculus vs openInput issue myself as I have an XR like interface for dynamic input re-binding per controller type that covers it already cross platform until the unified standard is out.