Hi!
I try to associate the position of a Vive Tracker with a virtual camera in UE. I try to apply what Matt Workman show in this video (https://youtu.be/Xu6o8ePeFs4?t=258).
I also try to apply this set up to propose in the vive forum (Getting started with the HTC Vive Tracker (Pose + Input via Pogo pins) in Unreal Engine 4.24 - Developer Support - Community Forum)
What exactly is happening? Is the vive system working for VR?
I play to variable games with it, I also can use the vr interface in Unreal Engine really easily. Steam VR definitively see my tracker position and orientation. The problem seam to be Unreal don’t see my tracker.
On the internet every one seam to make it work really easily and I don’t understand why I have so much trouble to make this. I really think I only miss one little detail. I recently discover SteamVR Input for UE. I thought maybe I was needed this plugin, but it’s still not working.
And basically the problem seam to be between UE and the data from SteamVR that give the orientation and position of the Vive Tracker
And also thanks a lot for your time. It really critical to me to achieved this to complete my research for school about virtual production in the independent film-making production.
Same for me. BTW, SteamVR input plugin you mention is the built in one right? The marketplace one isn’t updated and same for github one.
Hey @XCharloX Perhaps you can try LiveLink plugin to connect the tracker Livelink XR Plugin in Unreal (Tutorial) - YouTube
This didn’t work for me. At ~3:30 mark he adds the Vive tracker and it shows up with a green light. For me “Subject Name” “role” columns remained empty after adding. So I guess it just cements the point that SteamVR and UE4 aren’t talking in my case.
Would be interesting to know if we have the same issue. So please let me know, even if works out for you using this method.
Yes it’s the built in version
Do you Have the steam VR plugin activate it seam to need it to work well
It’s work for me now with the live link but only for the transformation not the rotation D:
If you’re using the example LiveLink blueprint illustrated in the videos there’s output for the rotation. Make sure that’s properly hooked up and connected to you camera in addition to the transform.
I had some problems with the pawn enabling of an actor. I was previously use the pawn camera of an unreal scene given by Epic Game. I created a new pawn and assing it to the player zero and Bam!
Thank a lot for both of you to reply at my problem
I already use this really impressive! It’s really nice for storyboarding and preview but the tracking always have a big jitter. The vive are really accurate for production tracking.