Uno1982:
I’m on engine version 4.22.3 running oculus SDK and steamvr. I allow the launcher of the application to select oculus home or steamvr during launch via parameters. After moving to the SteamVR input I’ve noticed that the Oculus SDK input bindings are no longer available and all that I’m showing is “SteamVR Oculus” bindings. This is ok since I’m fine with simply moving completely over to steamVR for this application and dropping native home support so it isn’t a deal breaker. The problem that I do have however is that there is literally nothing on the steamvr input page to explain how to set the application default binding settings as a developer in a way that will have the inputs, thresholds, haptics etc setup and ready to go upon launching the game after published. There also isn’t any information regarding how to deal with these saved steamvr bindings across source control such as perforce. The Steamvr Input directory only seems to store the engine bindings to steam vr binding relationship and not the actual adjustments that have been made in the web interface??? Any advice on this would be great as I currently have the project checked out and I’d like to complete this and push the commit in a way that is functional for all of the guys working on this instead of breaking the inputs for everyone. I’ve loaded up each hmd (Oculus, Vive, Index, WMR) and I have the bindings saved but it’s not replacing the “official bindings” its saving as a local binding.
To be able to overwrite the bindings generated by the plugin, you need to enable Advanced Settings in SteamVR:
Then under the Developer tab, enable debugging options:
Then in the SteamVR Bindings dashboard you should have additional buttons available:
**“Replace Default Binding” **is the button you need to update the plugin generated jsons. You can also of course jsut copy any personal bindings in you Documents folder to the config\ SteamVRBindings folder.
If you’re using git, the the merge should be pretty straightforward. if you’re using p4, you’ll need to check out the files. So pretty much like any other source code in your repository. You should be able to safely exclude the **steamvr_manifest.json **and **steamvr_ue_editor_app.json **files in your VC.
Hope that helps!