Widget Interaction on Oculus Quest not working

Hi,

I set up a 3d Widget with the Browser Plugin in Unreal. Then I also set up a WidgetInteraction component on my pawn (I used the VR Template)
The interaction makes a LMB-Click on pressing the trigger of the right controller.

I tested with an Oculus Rift and everything works so far (it seems I have to do a double click to press a button on a webpage but thats another topic)
But on the Quest it does not work. If I point at a button/link nothing gets hovered and also clicking/pressing trigger seems not to work (nothing happened)
I have just one WidgetInteraction component on the right hand and I left the options on details as standard.

What am I doing wrong?

Experiencing the same issue with the Quest. The right controller works normally. The left controller won’t highlight, but will press down and release a button except the event won’t fire unless you first hover over the button with the right controller.

I think thats not the same issue. But I wonder how you get things highlighted.
On which UE version are you?
Do you have a different Virtual User Index for both controllers set up in the widgetInteraction component?

Thank you for the suggestion. It works now because I made the Pointer Index for the left and right widget interaction components unique - I set them to 0.0 and 1.0 respectively. Note that the Virtual User Index for both widget interaction components I left at 0. The only other change I made from the default values were making the Interaction Distance larger.

Back to your issue. Could you explain or post a screenshot of your widget component hierarchy?

8:55pm - I created a custom input event, “Click”, that accepts a keypress and the controller trigger press and I was able to interact with the web browser while testing on the pc, but it’s not working on the quest.

Like said, I use the VR Teplate. In the MotionControllerPawn I added the Widgetintegration componen beside VR Origin and attached it in BP to the right controller.
The debug of the WidgetIntegration works.

I see that you’re using 4.22 - Heads up on an Oculus firmware update that broke things. (Causing the Quest to think it’s a Go) - This has been resolved with 4.23

https://forums.unrealengine.com/development-discussion/vr-ar-development/1646304-oculus-quest-update-controllers-broken

Ok, thank you, than I will wait for 4.23

The problem still occurs on 4.23