Valve's SteamVR Input Plugin

Hi David,

Thanks for the feedback.

With the Marketplace version, you shouldn’t need to recompile the plugin, so yes, you can keep to a BP-only project.

Key benefits of the new input system are flexibility of defining controls with a variety of controllers & configurations, end-user (players) freedom to customize & share action/controller mappings as well as alignment to upcoming OpenXR standards. We are in close collaboration with Epic Games on this with their OpenXR plugin (beta in 4.22).

You do not normally need to generate the binding files more than once and normally gets auto-generated for you (on re-start) if the Engine side action mappings are in-place properly. The Action Manifest, generally you need to regenerate this only if you add any new actions. The Controller Bindings, once generated, you can edit via the SteamVR Controller Dashboard, this allows in-place editing.

Combinations of button presses are already supported, and are called “Chords”. You just need an action mapped to a SteamVR Generic-None Key, and then in the SteamVR dashboard, specify the controller key combinations you want. (currently only in the GitHub version)

We do realize that there is indeed a bit of learning curve with the new system, but once a VR dev understand all the underpinning concepts, we hope they’ll find that there’s a lot of power & flexibilty here that developers normally had to code for. As concepts are from the upcoming OpenXR standard, this also positions them as a XR developer in the future as more and more platforms embrace the standard in the upcoming years.

I hope that helps.