About 'Latching an Analogue Input'!

In this video(objectives)…

  1. Binding an axis for pagination.
  2. Overview of a latching mechanism.
  3. Log latched offsets.

After watching(learning outcomes)…

How to turn an analogue input into an action.

(Unique Video Reference: 49_LP_VR2)

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  • What we could do better?

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Vive Index Thumbsticks Axis Bindings need to be specified for BOTH axis (per thumbstick, if using more than one) in Project Settings - Input

Axis names MUST end with _X and _Y respectively for the Vive Index plugin to find them.

Even if only one Axis is being used.

No need to specify anything for the unused Axis in C++ (Aside for Sanity/Clarity/Order/Style/Etiquette)

PaginationViveIndex

void AVRPawn::SetupPlayerInputComponent(UInputComponent * PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	PlayerInputComponent->BindAction(TEXT("RightTrigger"), EInputEvent::IE_Pressed, this, &AVRPawn::RightTriggerPressed);
	PlayerInputComponent->BindAction(TEXT("RightTrigger"), EInputEvent::IE_Released, this, &AVRPawn::RightTriggerReleased);
	PlayerInputComponent->BindAxis(TEXT("PaginateRight_X"), this, &AVRPawn::PaginateRightAxisInput);
}

UE 4.26.0 - SteamVR 1.15.19

I think I have now mentioned this in a patch to a video. The video is 14_AE_VR2

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Yeah, I believe I posted this before the video 14_AE_VR2 was posted… btw you’re awesome Sam, you do understand the API like… beast mode haha thanks for your work.

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