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This repository has been archived by the owner on Feb 1, 2025. It is now read-only.
Hello,
I couldn't find anything in the documentation that the Unreal UXTools support Touch input by iOS or Android devices. There are examples and documentation for Unity though.
Are the UXTools for Unreal also capable of Cross Platform usage, at least in an untested way?
Or is that to be expected anyway since we use the AR Context within unreal?
Hey @dsimonow , that's right, you will have to change that line to include PLATFORM_IOS. Something like: #if PLATFORM_ANDROID || PLATFORM_IOS
We don't support those platforms, that is we don't test or even build for them, but we did have that touch input working a while ago for Android. UXT should work though on all XR devices supported by UE via OpenXR.
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Hello,
I couldn't find anything in the documentation that the Unreal UXTools support Touch input by iOS or Android devices. There are examples and documentation for Unity though.
Are the UXTools for Unreal also capable of Cross Platform usage, at least in an untested way?
Or is that to be expected anyway since we use the AR Context within unreal?
-update:
So looking through the answers in the epic games marketplace there is a reference to
https://github.com/microsoft/MixedReality-UXTools-Unreal/blob/public/0.12.x/UXToolsGame/Plugins/UXTools/Source/UXTools/Private/HandTracking/UxtTouchBasedHandTrackerSubsystem.cpp
where it is suggested to adjust the "if PLATFORM_ANDROID" to include iOS?
So "if PLATFORM_IOS" ? or can you share more about this?
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