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Participant
February 26, 2018

GearVR Touchpad event handling engine bug?

Hi all!

I’ve just noticed, that in the 4.18 tagged Oculus Unreal branch, (UE version 4.18.3, Oculus API 1.23.0), the input for the GearVR touchpad is not working properly. When I perform a swipe downwards (a ‘medium sized’ one, let’s say, of 80 logic units or more downwards), and then I release my finger from the touchpad, the corresponding ‘release event’ is not being called. In fact, the internal state of the ‘PlayerInput->Touches.Z’ of the corresponding fingerID (used to actively obtain the press value from method ‘GetInputTouchState’), is not being updated properly, so that my logic stays blocked in the ‘pressed’ state. This potential ‘bug’, is not happening when the swipe is being done upwards or when the ‘delta movement’ of the swipe is short.

The input state of the touch event goes back to correct ‘pressed state’ when I press-unpress again in the touchpad without swiping.

For clarification, here is the way I'm binding the touchpad events:

	inputComponent->BindTouch( EInputEvent::IE_Pressed, this, &APlayerCharacter::BeginTouch );
inputComponent->BindTouch( EInputEvent::IE_Released, this, &APlayerCharacter::EndTouch );
inputComponent->BindTouch( EInputEvent::IE_Repeat, this, &APlayerCharacter::TouchUpdate );

I have to say that this code worked in a previous build of the game (several months ago).

Is there anyone familiar with this problem?

Thanks in advance
    This topic has been closed for replies.

    2 replies

    Participant
    February 28, 2018
    Thanks! I will be looking forward to your answer  :)
    Participant
    March 19, 2018
    Great, that works. Thanks for your help @imperativity !! :)