[Gear VR] motion controller touchpad and trigger don't seem to work

It’s been said, by Oculus, that if Gear VR app doesn’t support new motion controller directly, motion controller touchpad will automatically duplicate HMD’s touchpad. That doesn’t seem to happen with UE 4.16.1 apps.

I added GearVRController component to my player’s actor, and while controller shows up in-game, trigger and touchpad don’t work either (input action for trigger is mapped to Motion Controller R trigger in the project’s Input settings).

Here is my setup:

While on the subject of controller, Enable Arm Model node doesn’t seem to do anything. It also has tool tips from Gear VR’s GPU/CPU throttle node.

New development - apparently when multiview + multiview-direct are enabled, no 2D screen rendering stuff works (Print Screen doesn’t work, console doesn’t work, who knows what else doesn’t work).

So, I disabled those and now I can see Print Screen output - trigger works fine.

The “arm” stuff still needs clarification / fix.

Touch pad works just follow the guide https://docs.unrealengine.com/latest/INT/Platforms/GearVR/index.html if you need extra help let me know

To leave this topic closed.
For ue4, in project settings >> Motor >> Bindings >> Action Mappings

You must create an action map. In this map, you can choose which control you want to use.
Look this link with the example: https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/
Another example here:

Then, in your component, you can get that instance, like in this blueprint: