WMR and Oculus plugins clash if both enabled

If WMR and Oculus plugins are both enabled, Oculus thumbstick has issues where the values jump to zero erroneously.

I think this is because they both bind to MotionControllerThumbLeft_X etc and are both polled for input. I think there are also issues with the haptics too with errors thrown by ovr_GetInputState referencing invalid haptics values.

For the moment, I’m doing a device check via GEngine->XRSystem and then returning NULL from FWindowsMixedRealitySpatialInputPlugin::CreateInputDevice if it’s not a WMR device. This probably isn’t the safest thing to do so I’m posting this here for someone with more knowledge of the WMR framework to take a look at it.

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks