Concurrent Vive/Touch development means that typically a few restarts and cable swapping is required whenever I need to switch headsets. Usually I have had no issues eventually getting the headsets and motion controllers to work flawlessly in editor with VR Preview. However, right now I cannot get the Vive wands to track via the Motion Controller Component. Overriding the controllers to update their transforms via the SteamVR API Blueprints to directly grab device 0 and device 1 transforms and setting them to our master motion controller Blueprint works. However, I believe this method causes a frame delay-and using MotionControllerComponent relieves this issue and is simpler to use, while providing a solution for all platforms simultaneously.
We are on a source build of 4.12.3, using >99% Blueprint code though it is setup as a C++ project. I can confirm MotionControllerComponent works on PlayStationVR. It also works on a fresh 4.12.3 project on my computer. Downloading this GitHub - mitchemmc/VRContentExamples: Unreal Engine 4 community VR content examples and running it in 4.12.3 yields functional Vive controllers which use MotionControllerComponent. Also, I’m not having any tracking issues in SteamVR or running other Vive apps. I uninstalled all Oculus drivers and software and still I’m having the same problem.
My team member does not have this problem. They are using an equivalent engine source build and the same project code, though they never installed Oculus Home or a CV1.
Help would be greatly appreciated!!!