Gesture Tracker VR Help and Feature Requests

@CambrianLogistic You’re only getting the first item out of your array, if you want to use every item in that array you need to plug it into a ForEach node.

That said, you’re supposed to save your set of gestures to one file. For example, if you recorded 5 gestures and then called save, all 5 of those would be loaded when you load that file again.

Hello, I just bought the plugin, very good! but is there a easy way to rename the previously saved gestures? something like “Get/Set GestureName by ID”.
Or can they only be renamed when they are recorded?

I have a lot of questions. Mainly how to save the gestures? I have recording hooked up and the save gesture hooked up but no matter how I put the path I cant seem to get it to save anything.


Does this file need to exist prior or is it generated once the “save gestures” function is called? If it needs to exist prior, what type of file does it need to be?
I’ve also tried saving it to a folder within content that I created called “Gestures” so the path I wrote in the save gestures function was Gestures/TestGestSave.
In another attempt I tried moving the “Save Gestures” to another button incase it was being called too quickly.
But so far havent found a method that saves any file.

@SaintZnHD Sorry for the late response. You probably need to just remove that starting slash from the path. SaveGestures will create a new save file if none exists or override the old one. It’ll save all the gestures that were recorded and/or loaded during that game session.

@ArteAstral Sorry that’s not implemented in the plugin but it would be pretty straightforward to implement if you’re comfortable modifying the code yourself. Unfortunately I don’t have time to do that myself at the moment.

Am I missing something for setting up Tracked Gestures as well as Predicted Gestures?

I have it running on BeginPlay of my VRPawn as follows, but only the Predicted Gestures show up.

Another thing I’ve noticed is that the Tracked Gesture only seems to shows up when I’m doing recording but not when I’m doing recognition. Is this also on purpose?

Hey @Aify sorry I didn’t see your messages sooner. You’re calling the draw functions fine so you should be seeing the track gesture assuming you’re performing a gesture that was successfully recorded. Are you sure the recording succeeded, or loading the recordings from a save if you did that?

It’s been a while so hopefully you resolved this already but if you’re still having issues you can send me a screenshot of your record/recognize code and I’ll help troubleshoot more.

I was indeed loading from a save, does the order matter here?

I’ve modified the code since and don’t have an old screenshot, but it would still be useful to know what the expected order of calls is

The order shouldn’t matter, whether its drawing or not is a toggle independent of the loaded gestures. I was just asking about loading because there have been cases where people weren’t seeing the drawn gesture because the load was failing (due to a bad file path or other reasons) so there were no gestures to draw.

Hi, I was wondering if you could update this to explain how to use with the new Enchanced Input Action system.

Hey @artsst you shouldn’t need to make any changes for Enhanced Input Action specifically. You only really need temporary input mappings for recording/testing gestures. Any existing input tutorial should be sufficient to show you how to hook that up, but the gesture tracker itself doesn’t use inputs in any way.

Hi, just wondring if this works with hand tracking

Hey, I’m curious if this could be used to let the player use their own inputs and have the projectile follow that path? Thanks!

@Oxillian The game does whatever you want after a gesture is detected, there’s nothing in the plugin specifically for shooting projectiles that’s just an example effect I use in my video.