Iam having a trouble with setting up VR hands inputs (no C++, blueprints only) that could trigger hand animations. Since 5.1 delivered new way of setting up inputs " enhanced inputs", I have no Idea how to make my VR hands alive. Can someone make a tutorial? I can not find anything that would be helpful and I am digging entire internet at the moment.
We’re currently working on this for the VR Template, but it may not make it in time for 5.1.
We use a separate Input Mapping Context and Input Actions for hand animation input, but you can also go the old fashioned route and pipe it from any of the existing Input Actions (Grab Left/Right, etc), and drive the AnimBP from the Input Action’s Axis output prior to any of the gameplay events (such as grab).
Thank you Victor for your reply. I will go old fashion way as you suggested.
The problem for me is using OPENXR, I cannot disable enhanced input pluging. My old fashioned input don’t work as expected.
This is my problem too. Have you or anyone figured this out yet?
The VR Template in 5.2 and beyond is already preconfigured with hand animations driven by Enhanced Input