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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- DoubleP90Explorer
danmaksim said:
I 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?
You are my hero!!!!
It works! I have always tested this just with one controller.
It seems like a battery optimisation bug, they should disable vibration for the controller on the table, not both, how do I submit a bug report?
If you happen to be in London I'm buying you a beer :) - tonsta31Heroic Explorer
danmaksim said:
I 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?
Hey, yup i can leave one controller on the desk and just have one in my hand and the feedback works. Not sure if the feedback works on the desk one as its on the desk but i can reliably use one controller whilst leaving the other stationary. - rpalandriExpert ProtegeHey everyone,
My bad for not answering sooner, I've been swamped recently. We are aware of this bug and have fixed it around two months ago in newer versions of UE4, and our SI releases. If you are using the source version of UE4, please verify that the line in FOculusInput::SetHapticFeedbackValues starting by if(OVR_SUCCESS(OvrRes)) is :if (OVR_SUCCESS(OvrRes) && ((ovrControllerType_Touch == OvrInput.ControllerType) || (ovrControllerType_LTouch == OvrInput.ControllerType) || (ovrControllerType_RTouch == OvrInput.ControllerType)))
and not just
if (OVR_SUCCESS(OvrRes) && ((ovrControllerType_Touch == OvrInput.ControllerType))
This is fixed in the oculus version of UE4 > SI1.9, and in 4.15 previews.
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