Forum Discussion
DoubleP90
9 years agoExplorer
Can't get haptic effect to work in UE4 with touch controllers
I'm trying to get haptic effect to work with my touch controllers in UE4 without any success, I've tried all the methods of haptics and force feedback and nothing.
Any ideas on how to get it to work?
I'm using version 4.14.1 of the engine
Any ideas on how to get it to work?
I'm using version 4.14.1 of the engine
23 Replies
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- tonsta31Heroic Explorer
Strange, although I use the first person template which I modified to suit my needs from scratch. Although that should not make a difference.
- DoubleP90ExplorerTried the first person and nothing, yesterday I tried to install the engine from source, no success there either. After removing it I screwed up something and now I'm reinstalling the launcher and repairing the oculus installation, hopefully this will fix it
UPDATE: Didn't fix it :( - tonsta31Heroic Explorer
A small step by step of what I did,
Firstperson template, added both motion controllers to the blueprint, then added movement input actions to the Firstperson blueprint. Then In the player controller create a custom event ie RumbleLeft, then from this you want to drag off and use the Set Haptics by Value" node. In this node select frequency and amplitude and also which hand, then add a delay and then stop haptic effect. The delay will determine the length of rumble effect.
This works 100% for me everytime and I have recreated just to be sure :)
- DoubleP90ExplorerWould you be able to send me the project? Maybe I can see if tit will work on my end aswell
- tonsta31Heroic Exploreri could mock you up a template but the main one is the game im working on :wink:
- rpalandriExpert ProtegeJust making sure, but are you trying haptics with the headset on? It won't work otherwise.
If anyone here has a haptics project that you think should work and doesn't, can you .zip it and send it there? On my side I do a lot of haptics work on UE4 and it works really well, we also QA haptics (both haptics effects and Set Haptics by Value blueprint) every release, so I'm not able to repro your issues. Thanks a lot. - DoubleP90ExplorerYes, headset on.
Here's the project I'm testing on
https://mega.nz/#!6pMEUCYR!DKy3HkYBMmiHyF-9WN-MfU7rUpe8vxEKOw7cjfLpmBI - AnonymousAny news on this? I'm having kind of the same problem.
If I make a simple blueprint class like the one below , I can get the haptic to play:
But as soon as I add the motioncontroller component to the blueprint and set it to the right hand, the haptics stops working.
If I change the motioncontroller component to use the left hand, the haptics works fine again. - DoubleP90ExplorerAnyone tried the project I've posted if it's working?
- danmaksimHonored GuestI was running into this problem.
Turns out, haptic calls work reliably if I'm holding/moving both touch controllers around. Set either controller down on a desk so it's completely stationary, and haptic calls no longer do anything. Does this help?
I'm trying to figure out a workaround so that haptic calls work when only using one touch controller. Tonsta, do your controllers still fire off vibrations if one of them is sitting stationary on a desk?
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