Just wanted to add that I am working on a VR Body Input plugin which aims to abstract various controllers away from body type input (skeletal, full body including hands, fingers, feet), which I believe is a common type of input people look for.
For now you have 3 separate device plugins available that I’ve bound: the Razer Hydra, Leap Motion, and the Thalmic Myo. These are component based and event driven and allow for easy integration of specific controllers, all within blueprints.
In the future, the Body Input plugin would abstract specific bindings away and you could, for example, use either of these controller or a combination of all three to track various parts of your body which would result in an abstract skeleton that developers would forward to their game logic. The useful aspect of this is that if a new input becomes available, a plugin binding it to the Body Input plugin would allow for its use without any change in game logic. It would also allow users to mix and match controllers and allow for some priority based interpolation based on simple profiles to determine which controller should be used when you have simultaneous overlapping input.
The end use case is for developers to simply use default profiles for each of these controllers, or to change profile settings to specify desired button/axis mapping to own actions (input mapping), while letting the Body Input system forward you the skeleton that is being currently tracked. This would be, in my opinion, the most flexible and convenient VR input system.
I’m planning to write this in an open source manner and some thought is still needed regarding how to best approach the cross-plugin binding. Expect an early release in a few weeks time.