I just started experimenting using Oculus hand tracking in unreal. I have enabled the headset hand tracking option and also unreal Oculus VR plugin hand tracking option. I have also checked the Oculus hand tracking examples to look at the proper setup.
But at this point I can see the hands are tracked but no mesh gets rendered when I VR preview the scene using Link cable. I only can see the Oculus icon and menu option icon when have my palm facing up, but no hand skeletal mesh shows up!
Iām very new to this kind of development, and even newer to VR but I thought perhaps what little I know might help a bit.
Iāve just moments ago enabled hand tracking in my project to see what it would do.
Iāve created a new VR Project, and opened the provided āMotion Controller Mapā. (enabled hand tracking) I too can see the oculus menu icons appear when i turn my hands around to face me.
My 3d Hand mesh appears and tracks the location & rotation, but not the initial rotation of my hands. By that I mean i can wave my hands about and rotate them but they are facing the wrong direction.
I think the āBPMotion Controller Pawnā blueprint, which is already instanced in the scene but renamed as: 'VRPawn" (from memory), calls the āBP_motion controllerā blueprint which appears to have the 3d meshes attached.
So assuming youāre trying to use the default blueprints, I assume youve either not used the āBPMotionControllerPawnā blueprint at all, or forgotten to set itās āAuto Possess Player->Player 0ā value.
Thank you for your response, but Iām not using the template. I have my own project setup, but it worked after setting the confidence factor in the Oculus Hand Component to None. Iām not sure if that is the right solution though.
I know itās been a long time ago, but Iām having the same issues as mentioned here⦠i can see my oculus icon and menu option but my hands wonāt show at all. Iāve applied a custom mesh and still wont show my hands. Is there any other solution to this?
Did you find a solution for this? @NitroCourt, I have tried disabling openXR but it also disables oculusVR with it.
The message I get is this:
āThis plugin is required by OculusVR. Would you like to disable it as well?ā
How do you manage to disable openXR only but keep oculusVR plugin?
Also, does this work in package-build game?
Thank you.
Its been a while but i might give it another go this weekend - iāll try to remember to pop back here and let you know what happens. One of the guys above posted a youtube chanel - the c hanel is being abandonded but i found a relevant link on the website they are maintaining:
(iāve not read over it thourougly yet but it had some important steps I know some people might miss)
Sorry I keep thinkign everyone is using meta quest headsets - so sorry everythign ive written is in that mindset:
I think the version of UE youāre runnign will be significant in this case - Iām using 5.5.4 and i suspect iāll have the same issue wtih the message saying its required.
i suspect we need to keep openXR enabled - as meta were previously being jerks and having thier āown versionā of openXR with extensions and it was making our lives hard - i wonder if perhaps theyāre now instead ⦠layered on top of one another - which makes sense - if youāre using Metaās open xr - we need the openXR standard to be up to date - but still allow us to access the latest meta extentions (h and tracking, passthrough)
i got frustrated by my own confusion regarding runtimes and all the different openXR bits and bobs so i made this chart to help me clearly see how the āopen xr runtimeā works when runngin windows: