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How to use Oculus Touch with Optitrack Plugin

I'm currently using Optitrack's Motive software to do positional and rotational tracking of an HMD and two Touch controllers. This is as opposed to using the Oculus sensors for tracking.

There are two main issues I've been dealing with as a result:

  1. I can't use the built in Oculus Rift plugin and the Optitrack Oculus Rift plugin at the same time. As such, the Touch buttons don't work if I only have the Optitrack plugin enabled.

  2. If I only use the Oculus Rift plugin, to get the controllers working, then the camera is not in the correct position (up ~50cm) and rotation (left ~90*). Relative changes in position and rotation seem to be fine, however. It seems to just be some strange offset.

I have no tracking issues when using just the Opitrack Oculus Rift plugin, but, again, for some reason the Touch controllers don't send input commands without the Oculus Rift plugin enabled (despite Rift and Touch having separate plugins).

My camera (a component of the player blueprint) is not locked to the HMD, but even when I did try it locked, the issue persisted. I tried using a blank project, and the issue repeated itself there.

How can I get the Touch controllers to send input without using the Oculus Rift plugin?
If that's not possible, then how can I remove this strange offset the Oculus Rift plugin creates?

One strange behavior that I did notice was that the position and orientation were correct when I ran the game in Simulate instead of VR preview with only the Oculus Rift & Touch plugins enabled (buttons still didn't work, though). Is there something that specifically triggers in the Oculus Plugin when you run VR preview that may cause the offset?

Product Version: UE 4.16
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asked Sep 28 '17 at 08:49 PM in VR

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PhillBlack
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