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Participant
December 9, 2016

Can't get haptic effect to work in UE4 with touch controllers

I'm trying to get haptic effect to work with my touch controllers in UE4 without any success, I've tried all the methods of haptics and force feedback and nothing.
Any ideas on how to get it to work?
I'm using version 4.14.1 of the engine
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23 replies

Participant
December 9, 2016
Hello!
How exactly are you trying to get haptics to work on UE4? Code, or blueprints? If blueprints, could you send us either a testscene (uproject and everything), or at least a screenshot of your haptics system so that we can reproduce?
Thanks a bunch

DoubleP90Author
Participant
December 9, 2016
It's in blueprints,this is how i have it setup right now,


but I used all the methods available, from the ones that should work (from the documentation) to the ones that work with the xbox controller.
Including this https://answers.unrealengine.com/questions/473470/play-dynamic-force-feedback-doesnt-work-on-touch-u.html
And this https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-input/

I'm using the VR template, also I've tried in other projects and it doesn't work, the blueprint is located in the motionControllerPawn
Participant
December 9, 2016
This should normally work, according to what I'm seeing. 

Is there any way you can send me a .zip of your project, so that I can try to repro on my side?
Thank you
DoubleP90Author
Participant
December 10, 2016
All I did is create a new VR template project, add the motionController face 2 button, added a haptic curve with the values as above, assigned it to apply the haptic effect like in the screenshot above inside the motion controller pawn. Other than that it's just the default template project.
Tested in 4.14 and 4.13 (installed from the epic launcher)
Up and Coming
December 13, 2016

I managed to get Haptic working, will post how when I get home!


Also try creating a new player controller and add the feedback from there

We are now on Patreon! https://www.patreon.com/mgsstudios Feel free to have a look around as there are some nice special offfers. Owner of MGSStudios http://www.mgsstudios.com
DoubleP90Author
Participant
December 14, 2016

tonsta31 said:

I managed to get Haptic working, will post how when I get home!


Also try creating a new player controller and add the feedback from there



Oh thank god someone figured it out :D please let me know as soon as you can how to do it.
Doesn't work with another player controller either
Up and Coming
December 15, 2016

Hi sorry for the later reply. OK here is how it works for me. btw I am running UE4.14


First thing to do is create a variable with is an enum assigned to "Hands Enum"

In the player controller create a custom event ie RumbleLeft, then from this you want to drag off and use the Set Haptics by Value" node. In this node select frequency and amplitude and also which hand, then add a delay and then stop haptic effect. The delay will determine the length of rumble effect.

That is one way.

Another way (untested) is again create the variable then add to blueprint under get, drag of and play haptic effect . Select your haptic effect and assign to the custom event. then call when needed.


Hope this helped

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DoubleP90Author
Participant
December 15, 2016
Doesn't work, the nodes even if triggered do absolutely nothing, using UE4.14 aswell.
I really don't understand why it doesn't work. I've tested it in multiple engine versions and nothing.
It does however work in the Nvidia Funhouse mod version of the engine.

Are you running the 4.14 version from the launcher of the github one?
Up and Coming
December 16, 2016

I use the standard launcher and works 100% everytime when I fire. make sure in your character that you have the motion controllers set as left and right in default settings


We are now on Patreon! https://www.patreon.com/mgsstudios Feel free to have a look around as there are some nice special offfers. Owner of MGSStudios http://www.mgsstudios.com
DoubleP90Author
Participant
December 16, 2016

tonsta31 said:

make sure in your character that you have the motion controllers set as left and right in default settings




What do you mean by that? I'm using the VR template so the controllers have already assigned a value of left and right hand to each one. Also if I give it a literal enum it should start on that hand nonetheless.