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July 12, 2017

GearVR controller component missing in 4.17P1 binary

I thought I would post this bug in this forum as well in case it's Oculus side or Oculus can let Epic know what the problem is:

https://answers.unrealengine.com/questions/673395/gearvr-controller-component-missing-from-417p1.html

In the 4.17 Preview 1 binary the gearvr controller component is not available at all. It worked fine in the 4.16 binary! Perhaps Epic merged something wrong when switching to the new unified plugin (assuming they did that)?

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7 replies

Participant
July 12, 2017
Hi,

Thank you for the report. We will pass this along to our internal team.
Please tag me, @juanoldinho, in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations. Having an issue with our platform, services, or integrations? Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
Participant
July 12, 2017
Just wanted to give an update that the Gear VR Controller component will be back in 4.17-preview2.
Please tag me, @juanoldinho, in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations. Having an issue with our platform, services, or integrations? Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
July 13, 2017
Great thanks for the info! :)
July 13, 2017


Just wanted to give an update that the Gear VR Controller component will be back in 4.17-preview2.


Just an update the blueprint nodes:
Enable Arm Model, Get handiness and Is Controller Active are also missing. Hopefully they will also be back?
According to Sam Deiter from Epic: https://answers.unrealengine.com/questions/673395/gearvr-controller-component-missing-from-417p1.html

The controller will be deprecated eventually and we are recommended to use the default motion controller again which sounds good for cross platform development however I guess we still needs those blueprint nodes

Participant
July 17, 2017
As you mentioned, there will soon be a platform-independent blueprint model.

IsDeviceTracked will give you handiness.
Please tag me, @juanoldinho, in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations. Having an issue with our platform, services, or integrations? Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
July 18, 2017
What about the Arm model? that is super handy for controllers with only 3dof
July 26, 2017
Update to this query: It seems the default UE4 motion controller has
a arm model built in and on by default! :)

However there doesn't seem to be a way to
disable the arm model anymore? :( Do you know @juanoldinho is there is a way to turn the arm model off for the times it is not required?