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GearVR controller component missing in 4.17P1 binary

Anonymous
Not applicable
I thought I would post this bug in this forum as well in case it's Oculus side or Oculus can let Epic know what the problem is:

https://answers.unrealengine.com/questions/673395/gearvr-controller-component-missing-from-417p1.htm...

In the 4.17 Preview 1 binary the gearvr controller component is not available at all. It worked fine in the 4.16 binary! Perhaps Epic merged something wrong when switching to the new unified plugin (assuming they did that)?

7 REPLIES 7

juanoldinho
Heroic Explorer
Hi,

Thank you for the report. We will pass this along to our internal team.

juanoldinho
Heroic Explorer
Just wanted to give an update that the Gear VR Controller component will be back in 4.17-preview2.

Anonymous
Not applicable
Great thanks for the info! 🙂

Anonymous
Not applicable


Just wanted to give an update that the Gear VR Controller component will be back in 4.17-preview2.


Just an update the blueprint nodes:
Enable Arm Model, Get handiness and Is Controller Active are also missing. Hopefully they will also be back?
According to Sam Deiter from Epic: https://answers.unrealengine.com/questions/673395/gearvr-controller-component-missing-from-417p1.htm...

The controller will be deprecated eventually and we are recommended to use the default motion controller again which sounds good for cross platform development however I guess we still needs those blueprint nodes

juanoldinho
Heroic Explorer
As you mentioned, there will soon be a platform-independent blueprint model.

IsDeviceTracked will give you handiness.

Anonymous
Not applicable
What about the Arm model? that is super handy for controllers with only 3dof

Anonymous
Not applicable
Update to this query: It seems the default UE4 motion controller has
a arm model built in and on by default! 🙂

However there doesn't seem to be a way to
disable the arm model anymore? 😞 Do you know @juanoldinho is there is a way to turn the arm model off for the times it is not required?