Motion Controller occluded when in close proximity to player character...
I posted a link below of my issue. It's driving me nuts!!!! lol The motion controllers location and tracking are fine. But once I bring the controller close to me it disappears. Hand tracking works fine too. I can access the menus when doing the proper pinches... But since they are close to the player character they can't be seen. You can see in the video. I am moving the controller with my foot so I can actually see it in game. You'll see as I move the controller closer to me it begins to clip with something... There is nothing for it to clip with though..... https://youtu.be/QhHkWkNpO6A Someone please help!1.8KViews0likes3CommentsEmpty Array of IMotionControllers for Unreal using Oculus Quest
The typical way of setting up a MotionController in Unreal Engine is through Blueprints, but I'm trying to identify different types of motion controllers for various VR setups and from there apply the orientation and position data. I have no problems getting Oculus Rift and Vive controllers and trackers using C++, but on Oculus Quest the array that's populated with IMotionControllers is empty when debugging over ADB. Why might this be? The following code will print a length of 0 on Oculus Quest only. const FName feature = FName(TEXT("MotionController")); TArray<IMotionController*> controllers = IModularFeatures::Get().GetModularFeatureImplementations<IMotionController>(feature); UE_LOG(LogGloveController, Warning, TEXT("Number of Controllers: %d"), controllers.Num());764Views0likes1CommentArc not working in UE4 with Occulus Go
The Arc on the motion controller is not working, it will only go to about how you see it in the image, and at the tip is this quickly rotating broken mesh that spins at the end, with bright cylinders slowly moving towards the end. This is using the VR Template in Unreal Engine, and nothing much is changed. I've tried looking this up, changing some things like SDK version, local to world in the arc function, checking collisions, checking nav mesh, and seeing if anyone has any videos of using the Go. Nothing! So I'm here, and I'm hoping someone has a fix.501Views0likes0CommentsOculus Go and Accessibility
Hi, I've been developing content and the target users are people with disabilities. One issue I have run into with sessions is that the motion controller seems to be required to be held or the Go springs a message that it has lost it. This is impossible for some of my community with physical impairments. Is there a way to turn off the requirement for a motion controller, or at least suppress warnings. I am using the Samsung VR player with sideloaded videos in retail/demo mode.773Views0likes1Comment[Gear VR] Examples for controller / buttons mapping ?
Two questions in one :) #1. Are there any example projects from Oculus for Gear VR controller (BP-only) with controller/hand mesh and fully functionality included, for UE 4.15.2 ? (I assume 4.15.1 won't have support for Gear VR controller) #2. Would it be possible to map controller buttons however we please, while keeping HMD's touchpad and buttons function as intended by default ? (for example, I want to use volume buttons on the controller for something else other than volume; same goes for home/back buttons on the controller) Thanks4.6KViews0likes8Comments