Documentation for developing for Oculus, Gear VR and plugins for Unreal Engine

Unreal Engine has a section in their Gear VR documentation on how to build cameras, set up functions for Gear VR touchpad, and the motion controller. While these are helpful, it would be great if there was more support for Gear VR built into Unreal instead of developers having to custom-build things. Also, be aware that sometimes Unreal’s documentation is not up to date, and you may need to cross-reference against Oculus’s Developer documentation as well.

Note: if you are developing for Oculus, especially for Gear VR, there are certain plugins that need to be turned on in order to get the Blueprints you need.

Oculus has a section in their documentation on Blueprints, and how to turn on the plugin. So far the documentation is a bit vague and sketchy, but I hope to continue deciphering it.

The Input Blueprint provides a control interface for Touch, Oculus remote, and the Gear VR Controller….Gear VR Controller clickpad events are reported in the Input Blueprint as thumbstick events.

What would be really helpful, would be an Input option to use the Gear VR touchpad or motion controller built into the Inputs/action mapping. So far that does not seem to be an option. If you can use the Action and Axis bindings in the Input section, it works across the entire game and all levels, instead of having to custom build a blueprint each time.

Inputs
Inputs

With over 5 million Gear VR headsets sold world-wide, further support within Unreal Engine is a real need for the developer community.