VR Camera moving inside pawn relative to HMD; Oculus Touch inputs not firing

YOLOOOOOgaaderrr
Sat, 17 May 2025 14:20:36 +0000
Blueprint

I am trying to integrate VR support into my game. I started from the First Person template. Got almost everything working except for a few things:
1 - The player moving in the real world causes the VR camera to move inside of the pawn, instead of staying at 0,0 XY relative to the pawn and the pawn moving (what i’m trying to do is move the pawn based on the HMD’s movement, instead of moving the active camera inside the pawn XY-wise);
2 - The editor does not see any controller inputs other than their position (the Motion Tracker Components move), such as “Oculus Touch (L) Thumbstick Up”, earlier today it did receive input for the L Controller Y button and R Controller B Button at least, now it does not pick up any. However, in the input config screen (project settings) it recognises some inputs as Valve Index trigger inputs. My workflow is PC, Editor/Game ↔ SteamVR ↔ Steam Link (Quest II) ↔ Quest II Screen, inputs, SteamVR theatre and so on. “<->” indicates two-way communication.
This is my first post on this forum, so sorry if something is off or i forgot to tag something.
Any help is appreciated!
I have also sketched a quick preview on what i’m talking about.

3 posts - 2 participants