New oculus Update make the controllers not work in UE5
After the recent Oculus Update, my controllers have stopped working in Unreal Engine 5. whenever I try to play in the editor or a working project build, the controls do not move or allow for input. They were working perfectly before the update. This is affecting the Oculus Rift CV1 and the Quest 2. From what I've read in the forum so far all Oculus headsets are affected and Facebook/meta are sitting on their hands doing nothing Both controllers are fixed to 0.0.0. in the world space and won't move or allow for inputs Two and a half years of work are now dead in the water until it's fixed. I have tried uninstalling and reinstalling the Meta desktop app. I have tried different solid builds that I know work. "Have you removed any third-party accessories that may affect power, battery fit, or controller detection. For example, rechargeable grips, controller covers, etc." - Yes "in your other attempts, did you unpair and repair the controllers to the headset?" - Yes "Have you checked the controller battery and the LED status (blinking, solid, or no light at all)?" - Yes I have a custom build development PC that can more or less handle anything so that isn't a problem.3.4KViews2likes7CommentsHow to implement oculus touch inputs in 4.24
Hey there :) before ue4 4.24 we could use oculus touch inputs with the motion controller nodes, but those are no longer available in 4.24 because they are deprecated :/ on the oculus SDK Page there is still the old way to implement them, does anyone know how we have to do it in the new version of the engine? best regards ronny1.4KViews0likes2CommentsOculus Go Controller Setup Problem
Hi! I've configured the oculus go controller following a tutorial on you tube (epic and others) but when I pack to the Oculus Go the controller is not visible. I'm using unreal, can someone help me? Here is my setup, I'm using unreal engine 4.22698Views0likes2CommentsUnreal 4.18.1: UOculusFunctionLibrary::IsDeviceTracked() always return false on GearVR
This occurs on both the 4.18.1 binary and the latest 4.18 Oculus branch! https://answers.unrealengine.com/questions/732689/uoculusfunctionlibraryisdevicetracked-always-retur.html The controller works however since you don't know if the user actually has the controller active it is not possible to offer both gaze and controller support. Is there a quick workaround for this? As it's very difficult to rollback to 4.18.0 where it was working and the game is currently live in a sale...905Views0likes2Comments