I ran across this issue recently and luckily found a single comment on a forum somewhere suggesting that this may have been the solution, but you're right - it's a strange issue with an unclear cause and solution. In short, you're a real one for making this video
@@QuinnKuslich Haha, true. Who cares if it's a default mapping context? I'm adding it *NOW* 😤 It feels like half the point of the new system is to allow that level of flexibility, and yet... well, you know.
Hello Quinn! I just want to say... THANK YOU!!! I have more than 4 days trying to find the solution to this problem and I finally found it with your video. THANK YOU SO MUCH!!!!
Never had issues like this. I always use that old method you said Not to use it. But recently Im learning how to create vr games million thanks to you and your videos.
thank you so much for this video. I literally have not found a single resource that addressed this. Turns out this is what I had to do to begin with. This should get more views !!
First off thank you for everything you are doing. I would be lost without you. Please consider making more unreal vr series. I would love you to make a crouch button tutorial when you press the right joystick in and for giggles if possible a 2 presses make you go prone. I have yet to see that in vr and think it would be an interesring mechanic. Any chance you could do a slide mechanic video when you push the right joystick down into a crouch or stand. You mentioned game suggestions for series. I think the batman arkham shadow game and metro awakening would be great examples.
I wasn't sure about switching to AI at first but I find it great now to switch between alternate inputs for specific objects Great video Quinn as always
Oh my god, VR inputs are pain. I actually just COULDN'T get my index working, so I bought a Quest 3 just so I could keep developing. Thanks for sharing: wish I had seen this before I spent 600$ though, haha.
Hi Quinn Kuslich, I hope this message finds you well! I am really impressed with your work and the valuable insights you share with the community. I’m wondering if you could share how you were able to compile and package your project without the MetaXR plug-in for Unreal Engine 5.5? I attempted to refactor the plugin but unfortunately encountered difficulties due to the significant differences between versions 5.4 and 5.5. Thank you for any guidance you can provide, and keep up the great work!
Thanks Quinn. Great video and I'm going to check out your other content. I'm a VR enthusiast (Quest 3) from Indianapolis continuing to learn UE and for now focused on control room designs. Somewhere with UE5.5 my controller snap turns using the thumb stick only turn left, regadless of pushing it left or right. Its just the original VR pawn so I am trying to figure out why this started happening. Any thoughts would be appreciated!
@@QuinnKuslich Unreal Engine 5.5. To clarify, I usually use just my right hand controller to move around my control rooms. My pawn snaps 45 degrees left regardless of whether i bump the thumbstick left, or right. Admittedly, I don't fully understand the snap turn blueprint and how it functions. I'd love to understand it completely!
@@mdimascio yeah so I actually put a pinned comment on this video with the solution. Just go to the very top of the comment section and it’ll have the solution for you. I fixed this like a week ago, but I wasn’t gonna make a full video to update.
@@mdimascio I just realized that I actually put this on a different video regarding thumbstick locomotion, but the fixes the same: When you are trying to make snap turn work. For some reason the "started" exec pin on the node will always return 0.0 for axis value. If you have this. The snap turn will not work correctly. Instead. Pull from triggerd, grab a do once node. Link that up to the snap turn function. Then use the completed pin to reset the do once. FIXED
Im a beginner vr developer and i’ve been trying to find a way to set up collisions for each finger on a hand. Basically i want a physics hand. But i have no idea how to do it.
Hello, thanks for the videos! Do you use Quest Link or any other software like Virtual Desktop for development and testing in Unreal? I’m asking because Quest Link seems to be getting more buggy and laggy lately. It would be cool to see a video on your channel about the VR-related software you use for development and debugging, like XR Simulator or something similar.
Well if the event is firing, you need to program the movment off the event. So there is likely an issue with your movment code? Are you going for thumbstick locomotion or something similar?
The Beauty of Software & The Challenges in Communication of Changes (Thank you Quinn for bringing it up) One question: You mentioned your Half Life Alyx Video. Do you intent to publish its source content as a reference on Patreon or is it Gumroad exclusive?
@@QuinnKuslich Thanks Ouinn! Having a reference project open in another editor instance helps a alot while "reprogramming" working solutions until I can fly by myself in unreal. Never thought that learning the functionalities offered by the Unreal Engine would be such a challenge. What a complex piece of feature-rich software. So, whenever frustation strikes again remind yourself: You came a long way. Peace! ✌
didnt work for me unfortunately, but I think my issue is caused by something else. I dont have anything under default mapping contexts, but some inputs work fine- walking, opening inventory, etc. only one is broken and it didnt used to be so im very stuck
there is another solution - uncheck box "EnhancedInput -> Platform Settings -> Enable Default Mapping Context", ... and to avoid onther issuese try to remove all unused mapping contexts. Somtimes it box becomes cheked automaticly, when u are editing input settings
@@clemrods connect a do once node up to the triggered, then connect the reset up to completed. Skip using started altogether. It’s a new bug with UE5.5
I ran across this issue recently and luckily found a single comment on a forum somewhere suggesting that this may have been the solution, but you're right - it's a strange issue with an unclear cause and solution. In short, you're a real one for making this video
@@Subj3kt1 thanks haha it was so frustrating
@@QuinnKuslich Haha, true. Who cares if it's a default mapping context? I'm adding it *NOW* 😤 It feels like half the point of the new system is to allow that level of flexibility, and yet... well, you know.
@ exactly it pissed me off so mych
Hello Quinn! I just want to say... THANK YOU!!! I have more than 4 days trying to find the solution to this problem and I finally found it with your video. THANK YOU SO MUCH!!!!
Never had issues like this. I always use that old method you said Not to use it. But recently Im learning how to create vr games million thanks to you and your videos.
Glad I can help you!! Its legit the only reason I make videos
thank you so much for this video. I literally have not found a single resource that addressed this. Turns out this is what I had to do to begin with. This should get more views !!
@@saldetii I appreciate it, if you come across anyone else is having the same problem, I’d appreciate it if you shared this with them 😂
First off thank you for everything you are doing. I would be lost without you. Please consider making more unreal vr series. I would love you to make a crouch button tutorial when you press the right joystick in and for giggles if possible a 2 presses make you go prone. I have yet to see that in vr and think it would be an interesring mechanic. Any chance you could do a slide mechanic video when you push the right joystick down into a crouch or stand. You mentioned game suggestions for series. I think the batman arkham shadow game and metro awakening would be great examples.
You are just the Best content creator for Unreal VR!
@@_Mika.p13 haha thank you, that means a lot
Thank you! Maaan, I'm finding all sorts of little weird things like this, in trying to update my existing game to 5.5. What a bummer.
I wasn't sure about switching to AI at first but I find it great now to switch between alternate inputs for specific objects Great video Quinn as always
I look forward to each of your videos. Thank You
Glad you like them!
Oh my god, VR inputs are pain. I actually just COULDN'T get my index working, so I bought a Quest 3 just so I could keep developing. Thanks for sharing: wish I had seen this before I spent 600$ though, haha.
I made the video as soon as I figured it out lol I was worred I would get this comment
Hi Quinn Kuslich,
I hope this message finds you well! I am really impressed with your work and the valuable insights you share with the community.
I’m wondering if you could share how you were able to compile and package your project without the MetaXR plug-in for Unreal Engine 5.5? I attempted to refactor the plugin but unfortunately encountered difficulties due to the significant differences between versions 5.4 and 5.5.
Thank you for any guidance you can provide, and keep up the great work!
Great video dude
thank you😃
You're welcome 😊
Thanks Quinn. Great video and I'm going to check out your other content. I'm a VR enthusiast (Quest 3) from Indianapolis continuing to learn UE and for now focused on control room designs. Somewhere with UE5.5 my controller snap turns using the thumb stick only turn left, regadless of pushing it left or right. Its just the original VR pawn so I am trying to figure out why this started happening. Any thoughts would be appreciated!
@@mdimascio UE5.5?
@@QuinnKuslich Unreal Engine 5.5. To clarify, I usually use just my right hand controller to move around my control rooms. My pawn snaps 45 degrees left regardless of whether i bump the thumbstick left, or right. Admittedly, I don't fully understand the snap turn blueprint and how it functions. I'd love to understand it completely!
@@mdimascio yeah so I actually put a pinned comment on this video with the solution. Just go to the very top of the comment section and it’ll have the solution for you. I fixed this like a week ago, but I wasn’t gonna make a full video to update.
@@QuinnKuslich Thanks, I'll watch for your pinned comment.
@@mdimascio I just realized that I actually put this on a different video regarding thumbstick locomotion, but the fixes the same: When you are trying to make snap turn work. For some reason the "started" exec pin on the node will always return 0.0 for axis value. If you have this. The snap turn will not work correctly. Instead. Pull from triggerd, grab a do once node. Link that up to the snap turn function. Then use the completed pin to reset the do once. FIXED
Thank youuuuu.
Im a beginner vr developer and i’ve been trying to find a way to set up collisions for each finger on a hand. Basically i want a physics hand. But i have no idea how to do it.
Hello, thanks for the videos!
Do you use Quest Link or any other software like Virtual Desktop for development and testing in Unreal?
I’m asking because Quest Link seems to be getting more buggy and laggy lately.
It would be cool to see a video on your channel about the VR-related software you use for development and debugging, like XR Simulator or something similar.
@@meloin522 honestly, I use the VR spectator most of the time, and a little piece of tape over the sensor on my HMD
great... thanks a lots
Do you know what can I try if I get the hello printed but still no movement?
Well if the event is firing, you need to program the movment off the event. So there is likely an issue with your movment code? Are you going for thumbstick locomotion or something similar?
Is Meta Quest 3 the best VR tool for Unreal Engine? I apologize for my beginner status, but I interested in purchasing one.
@@UnrealNabil it’s easily the most reliable headset I’ve worked with. It used one cord to plug in and inside out tracking saves a lot of headache
@QuinnKuslich thank .I will buy it and follow your tutorials 🤍
The Beauty of Software & The Challenges in Communication of Changes (Thank you Quinn for bringing it up)
One question: You mentioned your Half Life Alyx Video. Do you intent to publish its source content as a reference on Patreon or is it Gumroad exclusive?
@@kevindoring2008 I’ll be republishing the patreom page and putting it on there soon
@@QuinnKuslich Thanks Ouinn! Having a reference project open in another editor instance helps a alot while "reprogramming" working solutions until I can fly by myself in unreal. Never thought that learning the functionalities offered by the Unreal Engine would be such a challenge. What a complex piece of feature-rich software. So, whenever frustation strikes again remind yourself: You came a long way. Peace! ✌
I hope this fixes my issue. None of my IAs are firing but I’m just using the default IMC in thirdpersontemplate.
@@GrumpyGillsFishing let me know how it goes
didnt work for me unfortunately, but I think my issue is caused by something else. I dont have anything under default mapping contexts, but some inputs work fine- walking, opening inventory, etc. only one is broken and it didnt used to be so im very stuck
pls talk about physics hand and integrate with normal grapping...
there is another solution - uncheck box "EnhancedInput -> Platform Settings -> Enable Default Mapping Context", ... and to avoid onther issuese try to remove all unused mapping contexts. Somtimes it box becomes cheked automaticly, when u are editing input settings
Un merci de France , j étai boquer j avais 0 input
@@clemrods connect a do once node up to the triggered, then connect the reset up to completed. Skip using started altogether. It’s a new bug with UE5.5
Are you still getting an Action Value of 0, no matter what?
I am def getting that bug too. Unreal 5.5?