Creating Gaze cursor in UE5

Hi. Trying to make a VR game where the user should be able to only use gaze control to interact with the game. I’m reasonable new to UE and have searched the net for different tutorials, but all are pretty old as I guess this type of navigation is a bit in the past. In the tutorials I have found, it refers to the Google VR plug and the component GoogleVRGazeRaticle which are not available any more. The GoogleVRGazeRaticle is a widget that automatically adds a gaze cursor and some other gaze based features it seems. I’m developing for a Quest 2 and most likely it’s simple to do, but I can’t seem to find out how I create a gaze cursor for navigation. I’m able to create a line trace, but how to replace that with an cursor? Any help is much appreciated.

Hi Baardg,

There are many potential solutions.

For cursor at just one depth, you could attach a mesh to the camera and control the cursors material to fade it in/out.

Or, with the line trace you could set the cursors location to the hit location. Since you mentioned wanting it for navigation, you could also make use of the hit locations ‘normal direction’ (Like if you hit a flat ground you’d get a normal pointing straight up) to orient the cursor.

Also, the old VR template (UE Version 4.26 and prior) had an implementation of Gaze-Based navigation you could look at)

Happy to chat more about this.

Hi Astrotronic!

Thank you so much for the reply. As I expected there are multiple ways to “Rome”. If I understand you right, attaching a mesh to the camera is not ideal if it is for navigation, so guess another solution would be better then, yes. Not sure I follow you though on making use of the hit location ‘normal direction’? I feel like I’m missing the fundamental understanding on how things are connected as I doesn’t see the logical solution.
I will check out UE4 and see what’s there.