Oculus Hand Components missing: what do?

I’m quite new to VR development, I had scenes working just fine until I had to update my PC and I must have lost an install or something that made me lose the Oculus Hand Component in my projects and now the Blueprints that used them don’t work.

The set up was originally done by my colleague following presumably this tutorial:

However I can’t seem to find the GitHub link mentioned in the video nor the actual files in any of the projects, so I can’t make sense of why stuff isn’t working. Any ideas? I can provide any needed screenshot

Hi MDaengeli,

What version of Unreal Engine are you using?

My first thought is that you might need to reenable the OculusVR plugin to see the OculusHand Component.

Welcome to the Forums.

Hi, thanks for the welcome.

I’m currently using 4.27, the Oculus VR Plugin is already enabled, hence my confusion ^^

You said “the Blueprints that used them don’t work” do you get any warnings or errors when compiling those blueprints?

When you click ‘+Add Component’ in a BP, do you still see ‘Oculus Hand’?

In Project Settings → OculusVR is ‘Hand Tracking Support’ set to something other than “Controllers Only”?

It’s easier for me to show you the BP set up for the VR Pawn. The Hand Tracking Support is set for both, hands and controllers.

Right now the Blueprint doesn’t even compile because it is bad


I have other Blueprints that ofc interact with the VR Pawn, like door handles and buttons, and when calling the Hand Component it just shows as missing, ex. from a rotating door BP:

EDIT: I downloaded the project from the tutorial video and got the hand meshes and skeleton and bound them to the hand tracking BP, still no change with the blueprints that don’t work

If you drag off from ‘Left Hand’ and ‘Right Hand’ in your blueprint, are you able to create new “Get Bone Location” nodes?

For the event: Does deleting and then re-creating the hand component reference resolve the error?

This helped, I currently have hand tracking again

However when I try to move the pawn in the level to make it start at a specific place I find the hands have moved but not the camera. The hands still work. I had the same issue when recreating a VRPawn following the tutorial. Any idea what the issue with that might be?

In the meantime thank you so much for the help so far, it’s been giving me hope that I can finish this project

I was thinking that I’ll probably just move the scene around the actor to make my life easier. I’d still be curious to see if there’s a solution to that specific problem but it’s not a huge issue at the moment

Glad to hear you were able to get hand tracking working again,

For the hands moving but not the camera: make sure you only have 1 pawn or 1 player start. (Try setting up your pawn in a new empty level to check this)

I see in your logic that you’re ‘Setting World Location’ directly on the hands. Generally I’d expect only to set the world location of the VR pawn directly (Everything is a child of the VRPawns DefaultSceneRoot, so everything will move with it.)