Rectus
Rectus
Thanks, that makes it clear. Still, the only option I can see that would work is hooking the driver.
First you might want to determine if the application-side API is outputting legacy input at all. The DirectX 12 version of the hello_vr sample application still uses the legacy input...
The logs suggest the sample crashes before it can begin rendering. Looking at my own logs, it doesn't seem to print out the mapped actions for legacy apps. The only...
Not sure. I think the device IDs are assigned sequentially by the order they are added to the driver. Seems like hellovr is failing to compile the pixel shader.
According to the wiki, multiple action sets are not implemented yet. https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki/Not-Yet-Implemented
The SteamVR runtime doesn't implement them yet either.
The issue I have with this is how to identify which motion controller performed the action. For example if you have an action to teleport, you need to know which...
If I understand you correctly, the inputs should be set up like this:  This results in SteamVR triggering the input events, but I can't see any way of telling...
I ended up writing a library that gets the hand for the action origin directly from the OpenVR API. The code is here in case anyone needs it: https://gist.github.com/Rectus/9cc3ae996df5b4549a287a37af260674 Unfortunately...
I tried making a thread on the UE4 forums about this, but not sure if anyone from Epic read it. It would be nice to have this working in UE4...