Hi, I’m trying to make a Mixed Reality Game, with the VRTemplate as a base, and I’ve spawned a menu widget in the current scene.
However, I cannot interact with this widget unless the template’s default menu is activated (if you press a button, a notification will appear).
These nodes are in the Blueprint Class of the VRPawn, I also added those menu interactions in the IMC_Default’s Mapping Context.
Could someone help me? This has consumed a lot of my time and I tried a lot of methods. -
Thank you in advance.
I assume that you already checked if the input actions are actually triggering the events. Are your widgeds working when they are triggered by a keyboard input?
Currently I am working as well on a VR project that contain different grab mechanics. Each item to be grabbed requires different input, depending on whether it has buttons or sliders, etc. What I do is to swap the IMCs for each object. But your solution should work as well.
Hi Orbital! Thank you for answering 
Your answer made me realize that I had to check if the events triggered and, after checking that they did, I’ve noticed that the menu button is getting clicked on but not released (to make it work, the cursor should be pressed and released while hovering the button) and I don’t know why’s that happening…
Edit: I know what happened, I had to change the execution nodes
As in the image (Started-Completed):
I wonder how you implemented interaction with your menus. Are you using hand tracking or the controllers? Will add menus to my VR template as well, but first I have to simplify the process for making hand anims and grab sockets.
I made it so you could interact with both hands and controllers, I had to delete the template ones and replace them with OculusXR Hands and after some retouching I made it work 
1 Like
How do you track the transition between hands and controllers? Guess I would have to deal with that as well in future. My intention is to avoid using any other third party plugin than from Oculus/Meta.
This video helped me lots on this: