Not sure why it’s trying to compile as 32-bit you should be able to fix that by installing some missing visual studio tool chains.
Sorry I missed your question. Hopefully you’ve figured out the issue by now, I have to assume it was just a typo or name mismatch causing the load to fail if it’s happening in the editor too. If you’re still facing problems let me know and I’ll try to repro the issue.
First off I really appreciate the plugin and its really cool to work with. However Im experiencing some instability. Im using 4,20 and sometimes in editor and in stand alone it doesnt seem to load my recorded gestures while on other occasions or after a restart is suddenly works again. Is there something I can look in to to fix it and make it work every time? thanks alot!
Hi @infectednl,
Glad you’re enjoying the plugin. It’s hard to say what the issue is without seeing your code but it’s unlikely it’s just randomly failing to load (I haven’t heard of anyone else having that issue). Are you sure you’re not doing multiple loads or setting a gesture whitelist or something that could be interfering with performing the gestures? If you can post a screenshot of your relevant loading code I could maybe help spot the issue.
Thanks for getting back. I think I already figured it out. apparently I had a clear gestures node attached to a button I forgot about. It was mainly happening when I let others play the game and it got me really confused. but what happend I think is that when they try out all the buttons they call the clear gestures command and I forgot It was still coded in there haha.
Hi
This is a really useful plugin and I would like to suggest being able to pause and un-pause recording and or Recognition for multiline instead of just a single line recognition. Unless you can already do that in which case how would I do that?
@ThatGuyUDontKnow I would recommend just recording separate gestures and looking for them to be recognized in sequence
Question:
I’m developing for the Oculus Quest 2 and my project is on 4.26, but whenever I try to build my project on my quest, I get an error:
: ERROR: Plugin ‘GestureTrackerVR’ (referenced via VrProject1.uproject) does not contain the ‘GestureTrackerVR’ module, but lists it in ‘….…\Epic Games\UE_4.26\Engine\Plugins\Marketplace\GestureTrackerVR\GestureTrackerVR.uplugin’.
I was wondering if there were any solutions or advice to this problem that you might know.
@spyrofuision Hmm I’m able to package for Quest 2 without issue. A couple of things you could try:
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Close the editor, right click your [project].uproject file and select “Generate Visual Studio project files.” If you have a code project open your sln and compile in visual studio. Then try rebuilding.
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If 1 fails, try copying the GestureTrackerVR plugin from your Engine/Plugins/Marketplace/ folder into your project’s local Plugins folder (just create a folder called Plugins in the root of your project if there isn’t one and copy it into there). Then try rebuilding.
Hello Hunter! Thank you for providing the Unreal community with such a useful plugin.
I am currently working on a VR spellcasting game on Quest 2 and I have successfully developed the gesture tracking and recognition part. However, I have noticed that the gesturetracker tracks controller movement on all 3 directions. Is it possible to confine the tracker to record and recognize only motioncontroller movement in a two dimensional plane such as the ZY plane in front of the character?
Hey am965, sorry for the late response. The gesture tracker will handle recognition on a 2d plane as is fine. It would be relatively simple to project a gesture’s path onto a 2d plane if you wanted to make that more explicit but there’s nothing in the plugin to do that for you for right now. I’ll keep that in mind for the future though. Are you having issues more with recording or recognizing the gestures for your use case?
I haven’t tried to implement the projection part yet. I wanted to check whether you have something in the plugin that escapes me . I want to do it more for the user’s convinience I’d say while tracking the gesture, as all of my spells are 2D. Anyway, thanks for your reply. I’ll keep you posted if another issue comes up
Great work.
It is exactly what I am looking for. Would you consider making a non VR version, for depth camera like Kinect?
I built it for VR but really it just tracks a 3D position and anything can drive that position. If you had your Kinect move a component around and attached the tracker to that component it could recognize gestures just like from a VR hand.
Hi, thanks for your wonderful plugin. : )
I’m wondering if there’s any way to have the blue & grey line that predicts the current gesture appear somewhere besides right next to the player’s hand. For our project, we want to have a space between two characters and to have that blue line appear in the space between them when drawing, rather than right next to the hand.
Thanks!
Hi @lazordisk
You could accomplish that will some small modifications to the plugin.
Add a FTransform DrawTrasform param to GestureTracker, then modify
UGestureTracker::MakeGestureMesh and set its WorldTransform to that instead of the input position (which is the hand location). You might also want to track by world location for your use case.
it seems like the recording feature just stops working. i have it matched to my controller grip but it won’t record anything
What would be the reason my recording would fail?
Hey @Brigley sorry for the late response. Generally that indicates the tracker isn’t moving properly so there’s no gesture path being recorded. Hopefully you resolved the issue by now but if not you should double check that the GestureTracker component is attached to the correct MotionControllerComponent and maybe use the DrawTrackedGesture function for debugging to verify the path you’re recording.