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How to find Oculus Touch controller forward vector in C++


I am trying to make a teleport system where the user chooses their location with the touch controller. Kind of like the way roborecall does it but without needed to press any buttons to show teh destination. Still at the phase of getting it to work.

NOTE the system using the HMD but when I try to use the controller it will only put the marker right below my hand

In my character class I included #include "MotionControllerComponent.h" #include "XRMotionControllerBase.h"

Then in my constructor I have (the controllers show up and are tracking) LeftController = CreateDefaultSubobject(TEXT("LeftController")); LeftController->SetupAttachment(VRRoot); LeftController->MotionSource = FXRMotionControllerBase::LeftHandSourceId;

 RightController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("RightController"));
 RightController->MotionSource = FXRMotionControllerBase::RightHandSourceId;

Then to update the destination I have the following code

    FVector Start = LeftController->GetComponentLocation();
 FVector Look = LeftController->GetForwardVector();
 Look = Look.RotateAngleAxis(30, LeftController->GetRightVector());
 FVector End = Start + Look * MaxTelDistance;

 FHitResult HitResult;
 bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Visibility);

 FNavLocation NavLocation;
 bool bOnNaveMesh = GetWorld()->GetNavigationSystem()->ProjectPointToNavigation(HitResult.Location,    

NavLocation, TeleportPorjectionExtent);

 if (bOnNaveMesh && bHit)

 Which should send the destination marker out MAXTELDISTANCE (which is set to 1000). It works when I use the HMD camera but teh Touch controllers seem not to have a forward vector. I looked at the UE VR sample and the roborecall mod kit but still can not figure this one out       
Product Version: UE 4.19
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asked Apr 24 '18 at 11:16 PM in VR

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