How To Get Vive Controller Mapped To Camera In Unreal
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The Unreal Engine 4 input activity and event system now contains experimental back up for the SteamVR Input ystem. Users can use the SteamVR Input organization to build binding configurations for their favorite games, fifty-fifty for controllers that didn't exist when the game was written. In one case enabled, actions and centrality mappings defined in the UE4 Input settings can exist leap to devices in the SteamVR bounden editor utility.
For more information, see Steam's initial announcement of the SteamVR Input system: Controllers Controllers Controllers: Introducing SteamVR Input
In order to preserve backward compatibility with existing projects, support for the new SteamVR Input system is disabled by default.
Steps
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The new SteamVR Input system is not compatible with existing projects, and so it must be explicitly enabled. To enable SteamVR Input, set the console variable vr.SteamVR.EnableVRInput to ane in the Unreal Engine ConsoleVariables.ini file (\Engine\Config\ConsoleVariables.ini).
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Under Project Settings > Engine > Input > Bindings, set up Action and Axis Mappings for the input actions that you desire to handle.
The actual keys assigned to the Input Action and Centrality Mappings do not matter, every bit long as some keys are bound to each action and axis, as the final key binding is done in SteamVR through the Input Bindings.
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Relieve the settings, and restart both SteamVR and the Unreal Editor.
While SteamVR is stopped, you may also need to edit C:\Plan Files (x86)\Steam\config\steamvr.vrsettings to remove the cake caching the action manifest settings generated for the Unreal Editor.
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In SteamVR, under Devices, click Controller Input Binding. Find your awarding at the top, under the running application. Create some bindings using the UI, and then save them.
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Under SteamVR beta, select Devices, then Controller Input Bindings.
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Select an application's binding to edit (UE4EDITOR.EXE).
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Select Edit to edit the existing bindings.
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Brand changes to existing bindings and save them.
Almost 2D Axes: Unreal Engine simply has i-dimensional axis inputs, while Steam supports up to iii-dimensional inputs. This mismatch tin can be rectified if you define ii axes that are leap to the Ten and Y counterpart of the same controller in the input settings. For example, let's say MoveRight is leap to Motion Controller Thumb Stick Ten, and MoveForward is bound to Motion Controller Pollex Stick Y. The SteamVR controller code will actually generate 3 actions�a vector1 action called MoveRight, some other vector1 action called MoveForward, and a third combined vector2 action chosen MoveRightForward. Yous can choose to bind to only one or two of them, depending on what kind of inputs (1- or 2-dimensional) you want.
End Issue
A game using the Action Input API actions should now respond to the bindings defined in the SteamVR Input organization.
Source: https://docs.unrealengine.com/Platforms/VR/SteamVR/HowTo/SteamVRInput/index.html
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