Packaging works, I can run the .exe, VR display & tracking are OK (headset) but controllers are disfunctionnal (hands stay on the ground, not following controllers).
Working with HTC Vive / UE4.24 / SteamVR 1.9.16 and the demo project from Valve SteamVRInput (in description SteamVR Input for Unreal in Code Plugins - UE Marketplace)
In Play / VR Preview it works fine, I can teleport, grab objects, shoot arrows (sample map Valve’s sample project for UE4.24), but once packaged in a .exe the controllers are lost.
This is the closest I’ve come to get a functionnal Vive .exe project, if anybodoy as a solution path it would be welcomed.
Steps taken:
-SteamVR plugin options for VR Manifest & controller binding
-Projects settings / Engine/ Inputs / Check bindings
-Projects settings / Settings / Start in VR is checked
Previous setups:
-UE4.24 VR template project: OK in VR preview, .exe won’t launch in Vive (I can see the scene on the PC screen, but I only get the loading prompt in the Vive)
-UE4.23 VR template project + SteamVR input plugin: Same as 4.24
Since I get consistant results in the VR preview, I’m specifically looking for problems with the .exe packaging.