12-14-2021 02:45 PM
In Unreal Engine, when using XR API: "OVRPlugin OpenXR" setting in the OculusVR plugin, I am experiencing a bug where the Y button on the left hand controller triggers the same button mapping as the menu button on the left hand controller.
I have checked my Blueprint files and my Unreal Engine Input Mappings and I have two separate mappings for the left controller Y button and menu button. But, when I press the Y button, it also triggers the mapping for the menu button. When I press only the menu button, the behavior is correct. Specifically the Y button triggers the mapping for itself and additionally the mapping for the left hand menu button.
This does not happen when I use the XR API, "Legacy OVRPlugin", which has the correct behavior.
Does anyone know how to remedy this?
I specifically would like to use the "OVRPlugin OpenXR" XR API so I can get access to the MR passthrough feature, but sadly this is breaking my button mappings.
I am on v35 of the Oculus Unreal Engine integration of Unreal Engine 4.27.1. On GitHub, the tag oculus-4.27.1-release-1.67.0-v35.0.
Solved! Go to Solution.
02-02-2022 08:30 PM
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
12-30-2021 12:28 PM
This incorrect button mapping behavior is also present for me when using the XR API "Native OpenXR".
12-30-2021 01:05 PM
The core issue is the following:
I'm betting this is some kind of accidental double mapping in the OpenXR backend. Would love a fix for this! If anyone knows where to report a bug like this that will be seen by the Meta devs, please share a link. Thank you!
01-02-2022 05:33 PM
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
01-02-2022 08:33 PM - edited 01-02-2022 08:35 PM
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
02-02-2022 08:30 PM
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
02-06-2022 07:53 PM
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.