I tried this tutorial to get the hand bone transform, I can see the hand moving while I move my hand but the transform data never valid (list position/rotation always empty). Is there any more setting for it
PS: I followed this tutorial
I tried this tutorial to get the hand bone transform, I can see the hand moving while I move my hand but the transform data never valid (list position/rotation always empty). Is there any more setting for it
Hi King,
This is Mamadou, the video’s author.
The thing I can think of is if you haven’t enabled hand tracking on the device, or you’re checking for example the left handstate but you’re only testing with your right hand, or vice versa.
Please try to use both hands while testing this out and make sure your controllers are inactive.
Hope that helps.
I can see both hand with fingers moving in vr realtime when I move hand and fingers (the controllers are on the table). I will record the video tomorrow
TBH cannot tell anything from the video or the portion of code BP code shown. However, I suggest two things:
First, download the sample project that comes with the video from either Microsoft Azure or GitLab and try to see whether that works fine or not: Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine - Mamadou Babaei
If that works, then we have narrowed down the issue to your project. In that case copy the code from the demo project to see if that works. If not, you can send me a Google Drive or DropBox link with a minimal project that reproduces the issue. I will take a look when I have the time.
Thanks, I will send you private email on detail
I did saw the new video you’ve shared and immediately realized what is wrong. To be sure I downloaded your project, but did not open it since it wants to build 10,000+ shaders. But, this confirmed it for me:
In your .uproject file you have:
{
"Name": "OculusXR",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/8313d8d7e7cf4e03a33e79eb757bccba",
"SupportedTargetPlatforms": [
"Win64",
"Android"
]
},
Which confirmed what I thought at the first glance. The culprit is Meta XR plugin. You have two ways to deal with this:
I have a specific video dedicated to this: https://www.youtube.com/watch?v=BWd3MwtfTJE
I will soon release a new video for packaging 5.6 projects combining everything in this video and this video together.
I could fixed it now. I really appreciate your help.
PS: I put the correct setting for someone who getting same problem
Glad the suggestion worked and you’ve figured it out.