Oculus and Vive control mapping conflicts when trying to make cross-platform.
I've been struggling to make my Vive project playable on the Oculus Rift because some of the controls conflict with each other. I'm trying to use the A, B, X, Y buttons on the Oculus which are represented as Face Button 1, 2, 3, 4 in UE4. Now the issue is that the Face buttons also correspond to areas of the trackpad in Vive causing those inputs to be activated whenever teleporting when using Vive controls.
How can I add input to the face buttons on the Oculus without having conflicts with the Vive control schemes? I heard that I would have to build a system that handles platform-specific interactions - is this really the only way and if it is, where should I start?
asked Dec 05 '18 at 10:00 PM in VR
You can use something like this:
You need to add pins at "Switch on Name" like: Oculus HMD or Steam VR
You can then set a Variable true (like in my example) and everytime the player presses a button (like Trigger R) the Game checks and uses what is right. For example Trigger on "UseOculus" ist Shoot and on "UseSteam" grab.
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