ValveSoftware / steamvr_unreal_plugin

SteamVR Input Unreal Plugin - Documentation at: https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki Sample project (UE4.15-4.23): https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki/sample/SteamVRInputPlugin.zip Sample Project (UE.424+): https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki/sample/SteamVRInputPlugin_UEIntegrated.7z
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I have managed to get this working with the latest hotfix. However, I have a question about how it is implemented. #130

Closed 1runeberg closed 3 years ago

1runeberg commented 4 years ago

I have managed to get this working with the latest hotfix. However, I have a question about how it is implemented.

Almost all our work is done on our workstations, which aren't connected to a headset. It seems that this is what is causing the issue. The steamvr plugin doesn't seem to run because there is no headset detected. Even opening the same project on a machine with the headset running, the plugin will still refuse to run, and as a result, the controllers are not tracked and none of the bindings work. The steamvrbindings folder is generated, to no avail. If I make a blank project from fresh on a machine with the headset working, and then migrate my levels across, it all works as per, but this is a pretty janky approach.

_Originally posted by @eliotbnz in https://github.com/ValveSoftware/steamvr_unreal_plugin/issues/112#issuecomment-595476664_

1runeberg commented 4 years ago

Opened a new ticket so as not to mix several issues.

The plugin relies heavily on the SteamVR runtime for tracking and input so it is not possible to test without the runtime properly running and without VR hardware properly installed.

For the bindings generation, we probably shouldn't be so strict, I'll have a look if we can circumvent this for 4.25

You shouldnt need to do any migration of levels. Are there any errors in the logs after a SteamVR & Editor restart after you plugged in your headset? Check for the loading of the Action Manifest entry.