Closed Olli1080 closed 3 years ago
After digging into the source, it appears that it's not a bug but undocumented behaviour AFAIK. The input actions of the msft motion controller are bound in UXTools/[Public|Private]/UxtDefaultHandTrackerSubsystem.[h|cpp] and used inside a subsystem which is why the original signal is not propagated to the blueprint. Fixed by following #22 and overriding On*Pressed and CanHandle interface methods.
After creating an application according to https://docs.microsoft.com/de-de/windows/mixed-reality/develop/unreal/unreal-quickstart with the Microsoft-OpenXR-Unreal plugin everything works fine.
When enabling the 4.27 version (master branch) of the MixedReality-UXTools-Unreal plugin (no usage in code or blueprints) the application will run but won't react to grip/pinch actions of any hand.