hey im stuck at the Enhanced Input Mappings for PICO in UE 5.2 i have a pico neo3 headset. i can see the controllers when im in game but the movement doesnt work at all. it recognizes when im pressing buttons on the controller or moving the joystick but nothing happens. i tried with another plugin called pico unreal openxr plugin (with new input mappings called pico neo3... insted of pico touch) but that doesnt work at the same time with the pico xr plugin which is essential. pleaseeeee help
Hello thanks for the great tutorial, the enhanced input system now works ok in the UE editor VR preview, but once i package my project for window the inputs stop working in the packaged game. Do you know how I can solve this issue?
I have a question: why do I now need to configure the controller commands? In January, when I created a project with version 5.0, I didn't have to do any configuration. It was more convenient that way; I simply connected it via Steam and everything worked.
Unreal Engine 5 will eventually use Enhanced Input Plugin instead of the old input mapping system. So although it currently works with the old system as well, if you want to make your project futureproof it is wise to change to use Enhanced Input. If not, then u can keep the old input settings.
@@PICOXR_Developer Hi I've done it in 5.2. The controller shows and moves, but does not teleport. The buttons aren't even recognized, what could be the problem? I also installed the Pico SDK version for UE5.2
As of 5.3, 2 axis is supported. i didnt need to add any assets for the menu cursor. Great tutorial series, thank you.
Thank you for the Enhanced Input tips.
100% work thanku bro
Really glad it worked for you!
hey im stuck at the Enhanced Input Mappings for PICO in UE 5.2 i have a pico neo3 headset. i can see the controllers when im in game but the movement doesnt work at all. it recognizes when im pressing buttons on the controller or moving the joystick but nothing happens. i tried with another plugin called pico unreal openxr plugin (with new input mappings called pico neo3... insted of pico touch) but that doesnt work at the same time with the pico xr plugin which is essential. pleaseeeee help
same, on pico 4
Hello thanks for the great tutorial, the enhanced input system now works ok in the UE editor VR preview, but once i package my project for window the inputs stop working in the packaged game. Do you know how I can solve this issue?
When will Pico release tools to implement hand- and eye tracking on PC?
I have a question: why do I now need to configure the controller commands? In January, when I created a project with version 5.0, I didn't have to do any configuration. It was more convenient that way; I simply connected it via Steam and everything worked.
Unreal Engine 5 will eventually use Enhanced Input Plugin instead of the old input mapping system. So although it currently works with the old system as well, if you want to make your project futureproof it is wise to change to use Enhanced Input. If not, then u can keep the old input settings.
How can I find the pico4 controller skeletal mesh in 5.1? I turned on the plugin but it doesn't come out.
Have you checked 3:03 of this video? th-cam.com/video/WxtzBFVtHJc/w-d-xo.htmlsi=y7JjpeJpJB7mD-Qy
@@PICOXR_Developer Hi I've done it in 5.2. The controller shows and moves, but does not teleport. The buttons aren't even recognized, what could be the problem? I also installed the Pico SDK version for UE5.2
@@PICOXR_Developer and I installed the Marketplace Pico plugin and followed the video. Is this a problem with the Android SDK?
@@kodama5048 Did you add the input bindings for ue 5 based on Enhanced Input as mentioned in the video?
Check Show plugin content in unreal engine