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());