Hey @Magnus81, I'm sorry to hear you're having issues with your Go controller. Please contact support here if you need any help. There are replacement Go controllers available for sale on the Go accessories page as well. Thanks! -Rick
I can't get the Go controller to work with Unreal 4.24 and, now, 4.25. The bindings (as set on the input page in the project settings) which are now specific to the Go are mostly ignored in the gameplay. I will have some hint that a click is detected, but it won't trigger anything. I went back to 4.23.1 where bindings work as generic motion controller inputs. I understand from postings elsewhere that this problem is shared. Is there a solution. This simply prohibits me from using the latest versions of the Unreal engine. Thanks!
I can't set parameters for the Fixed Foveated Rendering (FFR) in Unreal 4.23.1 as it is shown here and elsewhere, because I can't either make the corresponding node show up in a blueprint or set its level in the projects settings as it is suggested here (Projetct Settings > Plugins > OculusVR). I don't see the OculusVR item in Project Settings > Plugins to start with. Maybe this has all changed in the latest versions of UE. I just can't find a clear reference for that either. Thanks!
Hey Support, this is not an answer to my Question. I want to replace the shitty Oculus Go controler with a good controler. One with an analog stick instead of a touchpad. Is that possible?
The Go controller is what it is. Far from perfect but once you get used to it it’s not all that bad imho. If you want/need sticks the Xbox one wireless gamepad works well with many Go apps. You just need to check apps on the Oculus Go store to see which support gamepads.