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.
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!
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.