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I'm stumped. I'm having strange input issues that seem related to SteamVR input. All of the inputs work except the Grip input (assigned to the Vive MC triggers). However I'm getting different results from different builds and configurations:
Editor - Everything works as expected
Development - Grip doesn't work.
Shipping - Grip works as longs as I DON'T include the "steam_appid" file in "PROJECT NAME/binaries/Win64 folder"
If I look at the log for the Dev build I notice this "Mismatched Action Manifest" error. See below...
Just recently I changed the input naming convention from "Grab" to "Grip" within Unreal and I'm guessing this change may be a root cause. It seems like the new "Grip" command is not being referenced in the Unreal app. However if I test the binding in the SteamVR option menu this new "Grip" input is being referenced and testing correctly.
It seems like Unreal is finding the action manifest but there is a mismatch, but what is it being compared with? Is it referencing the action manifest of the version available on Steam perhaps? I'm still very new to publishing on Steam so there is much I still don't fully understand.
I also recently moved the entire project to a new drive so that may have affected something.
Any suggestion would be appreciated. I've tried most of the solutions on this forum already.
The text was updated successfully, but these errors were encountered:
So if I change the "Grip" naming convention back to "Grab" then it works again. This is good but I have no idea why and would like to know how to make changes like that to the input naming convention. If I could only determine where these input names are being referenced...it seems to be completely ignoring the SteamVRBindings folder in the built project.
thejturner
changed the title
Grip input not working after moving project to new drive. Seems to be an issue with "Mismatched Action Manifest"
Grip input not working suddenly. Seems to be an issue with "Mismatched Action Manifest" [UE 4.25]
Jan 23, 2022
It looks like the bindings are being loaded from two different paths. Try in your ...\AppData\Local (%APPDATA%../local) directory check for the name of your project and delete the Saved directory there as the engine uses that cache configs. For editor runs, you can try removing the ../../../EB_APT/Config/steamvr_ue_editor_app.json file.
So when I look inside this "Saved/Config" folder I don't see any reference to a "SteamVRBindings" folder. Is that expected? Just wondering where this "other" binding data is being cached/referenced?
Either way I'll be testing your recommendation of deleting the folder for future updates.
For local builds you need to manually copy the binding files or use the "Additional Non-Asset Directories to Package" in Project Settings. You only need the SteamVRBindings folder, the steamvr_ue_editor_app.json is only used by the editor.
...\AppData\Local{ProjectName} (%APPDATA%../local) directory is where UE caches its config so its likely getting it fromt here.
I'm stumped. I'm having strange input issues that seem related to SteamVR input. All of the inputs work except the Grip input (assigned to the Vive MC triggers). However I'm getting different results from different builds and configurations:
Editor - Everything works as expected
Development - Grip doesn't work.
Shipping - Grip works as longs as I DON'T include the "steam_appid" file in "PROJECT NAME/binaries/Win64 folder"
If I look at the log for the Dev build I notice this "Mismatched Action Manifest" error. See below...
[2022.01.23-22.56.56:305][ 0]LogSteamVRInputDevice: Display: SteamVR runtime 1.5.17 loaded.
[2022.01.23-22.56.56:305][ 0]LogSteamVRInputDevice: Display: Action Manifest Path: ../../../EB_APT/Config/SteamVRBindings/steamvr_manifest.json
[2022.01.23-22.56.56:305][ 0]LogSteamVRInputDevice: Display: Controller Bindings Path: ../../../EB_APT/Config/SteamVRBindings
[2022.01.23-22.56.56:313][ 0]LogSteamVRInputDevice: Searching for Controller Bindings files at: ../../../EB_APT/Config/SteamVRBindings
[2022.01.23-22.56.56:315][ 0]LogSteamVRInputDevice: Display: [STEAMVR INPUT] Trying to load Action Manifest from: E:\toneRoomsVR\Unreal\EndlessBecoming_Apartment_1\Packages\Development\WindowsNoEditor\EB_APT\Config\SteamVRBindings\steamvr_manifest.json
[2022.01.23-22.56.56:315][ 0]LogSteamVRInputDevice: Error: [STEAMVR INPUT] Setting Action Manifest Path Result: Mismatched Action Manifest
[2022.01.23-22.56.56:315][ 0]LogSteamVRInputDevice: Display: [STEAMVR INPUT] Setting main action set: Success
Just recently I changed the input naming convention from "Grab" to "Grip" within Unreal and I'm guessing this change may be a root cause. It seems like the new "Grip" command is not being referenced in the Unreal app. However if I test the binding in the SteamVR option menu this new "Grip" input is being referenced and testing correctly.
It seems like Unreal is finding the action manifest but there is a mismatch, but what is it being compared with? Is it referencing the action manifest of the version available on Steam perhaps? I'm still very new to publishing on Steam so there is much I still don't fully understand.
I also recently moved the entire project to a new drive so that may have affected something.
Any suggestion would be appreciated. I've tried most of the solutions on this forum already.
The text was updated successfully, but these errors were encountered: