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Platform support
What works where.
| Feature | VR | Desktop | Mobile |
|---|---|---|---|
| Select interaction | Laser and fingertip | Mouse click | Touch |
| Grip / pickup | Full | Drag equivalent | Limited |
| Gaze interaction | Full | Full | Full |
| Overlap interaction | Full — fingertip | Not applicable | Not applicable |
| Teleport | Full | Full | Full |
| Smooth locomotion | Thumbstick | Keyboard | Virtual thumbstick |
| Snap turn | Full | Not applicable | Not applicable |
| Hand tracking and gestures | OpenXR only | Not applicable | Not applicable |
| Hand UI (wrist panel) | Full | Not applicable | Not applicable |
| Pawn UI (body-locked) | Full | Full | Full |
| HUD and info panels | Full | Full | Full |
| Menu | WBP_Menu_VR | WBP_Menu_Desktop | WBP_Menu_Desktop |
| Haptics | Full | None | Device-dependent |
| Multiplayer | Full | Full | Full |
Notes
Hand tracking requires the OpenXR Hand Tracking plugin and a headset that supports it. Gesture recognition injects synthetic input keys, so gesture-driven abilities also work from a keyboard in the editor if you bind the same keys.
Mobile uses the synthetic keys Mobile_Tap, Mobile_DoubleTap, Mobile_Swipe and Mobile_Grip,
plus the touch widgets in AFS_Core_Pawn.