hi everyone. I would like to use my mouse in rift for 3d widget. I tried but I couldnt do it. Do you have any idea for implement mouse?
like that

hi everyone. I would like to use my mouse in rift for 3d widget. I tried but I couldnt do it. Do you have any idea for implement mouse?
like that

At the moment 3d umg widgets don’t support non-standard inputs out of the box. I’ve been able to hack around this by using something similar to the answer given here: 3D cursor for OR 3d UMG - XR Development - Unreal Engine Forums
I’ve been working on a virtual cursor thats essentially just a top layer of my UMG widget that moves the image of a cursor around the widget based on mouse and gamepad input. For interaction, I have it check X/Y position to simulate hover over events and click events. I still have some more work to do but the results have been pretty good so far.
I finally have our virtual cursor setup. I based a lot of it off of Rudy Triplett’s advice HERE.
I took a different route to 3D VR gaze input: I implemented basic gaze-to-actor-with-widget-component and widget-cursor-display in Blueprint, then made a GazeInput plugin using code adapted from SlateApplication’s input processing code. This way the gaze input works with all widgets as-is without the need to add new detection geometry or create new widget types.
I hope to clean it up and release the plugin and instructions in future, unless Epic beats me and releases similar functionality themselves.
Nice! I doubt Epic will beat you to it ![]()
Nice solution for mouse. But for leap motion not good actually.
How did you handle the overlap/hit testing against the virtual cursor’s position? I tried doing this but immediately ran into the issue that only widgets contained in a root-level CanvasPanel report their correct position, otherwise they give back a position relative to their parent which breaks the hit testing entirely.
@Stormwind - Any news on your plugin? I’d love to get a crack at it, even if it’s in a not-so-clean state.
Id LOVE something like this plugin as well. Just started working on VR with motion controls 
I just wanted to share a quick update on our virtual cursor for Klepto. We now have Vive motion control support integrated into it!
Another option for a mouse using your actual mouse is to do a trace for hit under the cursor, then translate that to world space, and update the location of an image in game.
In my game i detect if there is a motion controller, if there is i use that for the cursor, if there is not, i use the mouse, or the HMD.
Something like this for the mouse function, because you are moving your actual mouse you don’t need anything else: