Empty array of IMotionControllers for Unreal with Oculus Quest

The typical method for setting up a motion controller in Unreal Engine is blueprints. However, I try to identify different types of motion controllers for different VR setups and apply the orientation and position data from there. I have no problems getting Oculus Rift and Vive controllers and trackers with C ++, but with Oculus Quest the array filled with IMotionControllers is empty when debugging via ADB. Why could that be?

The following code only outputs a length of 0 for Oculus Quest.

const FName feature = FName(TEXT("MotionController"));
TArray controllers = IModularFeatures::Get().GetModularFeatureImplementations(feature);
UE_LOG(LogGloveController, Warning, TEXT("Number of Controllers: %d"), controllers.Num());

Get to know OSRS Sins of the Father Quest – Forex Training

The RuneFest 2019 revealed some details of the upcoming quest OSRS Sins of the Father. Read the following information to learn the quest requirements, rewards, and more.

What are Sins of the father Conditions?

As a continuation of the Myreque quest series, OSRS Sins of the Father is a master-level quest to be released in the future. The players will meet Lord Lowerniel Drakan in person and unlock one of the rewards to access the capital of the vampires, Darkmeyer. The requirements of the OSRS quest "Sins of the Father" include:
Perfection of a touch of hope
Completion of the vampire hunter
62 woodcutting
60 fletching
56 crafts
52 agility
50 attack
50 hunters
49 magic

What are rewards from Sins of the father?

Fulfilling the sins of the Father will reward you with:
2 quest points
Access to Darkmeyer
Improved Ivandis Flail
New Drakan's medallion teleported
3 volumes of experience (3 x 15,000 XP)
Darkmeyer is the capital of Morytania in the Sanguinesti region north of Meiyerditch. It is inhabited by vampires and ruled by Lord Drakan, his sister Vanescula Drakan and his brother Ranis Drakan. The vampyric inhabitants derive most of their blood from the blood that flows in the run-down neighboring ghetto Meiyerditch.

Are you looking forward to OSR Sins of the Father Quest? In any case, every week you can enjoy the new game updates and tutorials on our website – RSorder.com. You can also buy OSRS Gold & RuneScape Gold at any time at RSorder.

Unity – structuring the game history. Dealing with NPCs, Quest, General Dialogue. Is Json / XML the right way? Or other solutions?

Hey guys, I'm trying to develop a few games that offer more than just high-score scrolling shooters and so on.

I try to design my own system for dealing with narratives. I want to be able to place NPCs in the game world to which scripts are attached. Some of the NPCs would have that easy n random greetings. Others will be missionaries and offer you a kind of quest. (The quest could be to talk to Bob in the pub, or bring me the Holy Grail and the Crown Jewels, or something in between).

I've been puzzling my brain for a while, but unfortunately I always go back to the only way I know how to manually write the strings that people can say and a terrible network of if-statements and other such insanity give me a rudimentary dialogue system. It's not enough, even with few characters, but if I had tens / hundreds of characters, it would be even worse.

I've read a lot about it, but I'm still very confused when I start trying my own project. I read that Json / XML is the way to go and that I can add custom markup in Json text to call methods in my code. However, I do not know if this is right and if and how I can do it.

The back of my brain screams to me that there is an easier way, but I've been sitting here for a long time without thinking of ideas.

Here's a diagram I drew that pretty much shows how my NPC should behave. If anyone can see that and then tell me how he could do it, that would be fantastic !! (Note: If Json is the right advice, please give me a specific example of how to format the Json exactly to check the bools I mention in my flowchart – thanks!):

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Note: The circles indicate an output from the data as text for the dialog system. The bools must be checked by the data file to see which output should be output (hope that makes sense and is possible).