UE 4.26 | MoveLeft_X also fires MoveRight_X Event
WaGi-Coding opened this issue · comments
Hello, i've downloaded the testlevel content for from thge SteamVR integrated link.
Now i tried to do simple movement & snap turn. I wanted to use the left Valve Index Thumbstick for movement & the right Thumbsticks X axis for snap turn.
The problem is that the MoveLeft_X (left thumbsticks X axis event) also raises the MoveRight_X event. So when i want to move right/left, it will also snap turn, for no real reason.
I've tried to rename the input mappings to MoveLeft_X to ThumbLeft_X and so on and tried to unbind the right thumbstick via steamvr but the left x axis keeps firing left & right x axis events.
I am not sure if this is a 4.26 only problem or only happens with index knuckles. Somebody has similar problems or and/or even knows whats wrong here and how to fix that? I am suffering from that ^^ I expected it to be a bit easier to start with
Greetings
Hi @WaGi-Coding - For thumbsticks, they need to be converted to Vector2 actions. As UE doesn't have native support for Vector2 in the input ui we auto-convert thumbstick X&Y axis mappings to a "joystick"/vector input using the following rules:
You should see a demo of this in the test project:
With axis mappings, they do get fired every frame, so what you might be seeing are inputs being triggered with zero-axis values.
One way of implementing SnapTurn can be:
You can then figure out if the player wishes to snap turn Left vs Right by reading the Axis value from the Joystick Vector2 input (e.g. Less than 0 is Left, Greater than 1 is Right)
Let me know if that helps.
Cheers,
Rune
Hi, thanks, but thats exactly what i already did. However, it turned out the "Cosmos" Bindings were causing it.
Only the Left Cosmos thumbstick was used for MoveLeft_X and MoveRight_X. However, i can't replace it with the correct cosmos side, as i can't find any cosmos binding at all. So i had to entirely remove cosmos bindings.
So i just removed Cosmos Bindings and it now works as expected with the index controllers. I don't really understand that but well, at least it works now ^^ No ideal way tho as i now ignore cosmos users
//Edit: after regenerating action manifest, i can find cosmos bindings again. But why did it used cosmos bindings when using index knuckles in first place?
InputAxis always triggers per frame but with 0 axis values, so the sample I sent uses a key mapping instead of relying on axis mappings and a manual treshold.
But glad you got you're project working, so all's well I guess :)