Forum Discussion
Same problem here. Definitely something related to the OVRPlugin OpenXR.
Using the legacy it behaves correctly but we cant use the Passthrough API.
The "solution" is to not use the Menu Button or the Y button at all, unfortunately
My current hacky solution is to add a boolean variable called `OculusTouchLYButtonDown` in Blueprints that gets set to true or false depending on if the Y-Button is pressed. Then whenever the menu button is pressed, I check if `YButtonIsBeingPressed` and if false I fire the menu button action. This solution may depend on your Input Action Mapping ordering. In the Input Action Mapping List I have the Menu Button listed before the Y button.
Y Button Press Event
App Menu Button Press Event
- dario.maciel4 years agoHeroic Explorer
This problem was solved in the latest oculus update (in the oculus itself, v37). It seems it was some duplicate input in the oculus software.
Even an old app that had the problems now it doesnt anymore- MoveMusic4 years agoProtege
I also am experiencing corrected behavior in the Oculus OS v37. I did not need to upgrade the OVR plugin in my app and I no longer need to use any workarounds for this problem.