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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

Up and Coming
December 16, 2016

Strange, although I use the first person template which I modified to suit my needs from scratch. Although that should not make a difference.

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 17, 2016
Tried the first person and nothing, yesterday I tried to install the engine from source, no success there either. After removing it I screwed up something and now I'm reinstalling the launcher and repairing the oculus installation, hopefully this will fix it

UPDATE: Didn't fix it :(
Up and Coming
December 18, 2016

A small step by step of what I did,

Firstperson template, added both motion controllers to the blueprint, then added movement input actions to the Firstperson blueprint. Then 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.


This works 100% for me everytime and I have recreated just to be sure :)

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 22, 2016
Would you be able to send me the project? Maybe I can see if tit will work on my end aswell
Up and Coming
December 22, 2016
i could mock you up a template but the main one is the game im working on :wink:
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
Participant
December 23, 2016
Just making sure, but are you trying haptics with the headset on? It won't work otherwise.

If anyone here has a haptics project that you think should work and doesn't, can you .zip it and send it there? On my side I do a lot of haptics work on UE4 and it works really well, we also QA haptics (both haptics effects and Set Haptics by Value blueprint) every release, so I'm not able to repro your issues. Thanks a lot.
DoubleP90Author
Participant
December 23, 2016
Yes, headset on.
Here's the project I'm testing on 
https://mega.nz/#!6pMEUCYR!DKy3HkYBMmiHyF-9WN-MfU7rUpe8vxEKOw7cjfLpmBI
December 28, 2016
Any news on this? I'm having kind of the same problem.
If I make a simple blueprint class like the one below , I can get the haptic to play:

But as soon as I add the motioncontroller component to the blueprint and set it to the right hand, the haptics stops working.
If I change the motioncontroller component to use the left hand, the haptics works fine again.
DoubleP90Author
Participant
January 9, 2017
Anyone tried the project I've posted if it's working?
New Participant
January 12, 2017
I was running into this problem.

Turns out, haptic calls work reliably if I'm holding/moving both touch controllers around.  Set either controller down on a desk so it's completely stationary, and haptic calls no longer do anything.  Does this help?

I'm trying to figure out a workaround so that haptic calls work when only using one touch controller.  Tonsta, do your controllers still fire off vibrations if one of them is sitting stationary on a desk?