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Getting OculusGo/GearVR CapTouch to work in code?

Hey guys,

I'm trying to set up all my vr inputs in code and I have managed to do so for everything except for knowing whether the touchpad is being pressed or not.

For now I just have a blueprint node which calls a function a c++ function like this since I couldn't get the bindings correct in code:

alt text

I would prefer to just get the axis mapping working correctly in code to begin with. This is what my defaultInput.ini looks like. alt text All of the above inputs I managed to bind to the player input controller with no issues but I could not find a way to get the CapTouch input to work.

If anyone could help me out here I would greatly appreciate it.

Product Version: UE 4.22
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capture.png (43.4 kB)
capture1.png (49.2 kB)
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asked Jun 20 '19 at 01:33 PM in VR

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BananaGuard_
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