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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Hi @uno1982 - I need to understand the actual issue and do my own root cause analysis. So far I've been unable to replicate it at least with vanilla ue. And no, in 4.24 closing steamvr beta without an hmd doesnt crash or close the editor from my end.

uno1982 opened this issue · comments

When you expose the blueprint function to reference the xrsytem it’s “calling” that module so a “plugin” wouldn’t matter it’s code in your own inherent engine c++ controller class

Hi @uno1982 - I need to understand the actual issue and do my own root cause analysis. So far I've been unable to replicate it at least with vanilla ue. And no, in 4.24 closing steamvr beta without an hmd doesnt crash or close the editor from my end.

i think im missing somethign here? are you using another plugin that could be using steamvr/openvr calls? or if you can provide me with a minimum project that I can use to investigate, that'd be great.

Originally posted by @1runeberg in #157 (comment)