I’m having a problem with the Valve Index controllers. Specifically it seems like the grab and release is inconsistent. Sometimes I grab, and the object will pick up, sometimes I release and the object will not drop. Sometimes I grab with the opposite hand and it will swap hands. It really seems like 10-50% success when I grab and release.
I read another thread there’s a bug with the index and OpenXR and Grip Axis but just making sure to have the Valve Index (L or R) Grip Axis in the GrabAxis(Left and Right) will solve it. This is also in the Action mappings, so not sure why it’s so inconsistent. My controllers work fine in other games.
I also tried adjusting the controller bindings and reducing the grip response ( not sure on that term ) and I didn’t get a change cutting it in half.
Anyone else have Index Knuckles and get odd grab behavior?
A similar PIE option to UE4 should appear in the same location if a VR plugin has successfully been loaded. If you are using the UE5 VR Template with the default plugins, this likely means the OpenXR plugin has not loaded properly.
The first thing to check is that you have an OpenXR runtime installed. Make sure that the Oculus PC software setup properly, and that other OpenXR applications work.
@VictorLerp By chance, do you plan to add climbing (and pulling player when standing/sitting) functionality to the Template in the nearest future ?
Zero-G movement would cool addition too
This is not a regression, it’s a known bug. We have a fix but it’s unlikely that we can apply it in a hotfix. I will communicate the CL when it’s on Main, however.
Yes, and remove the Valve Index Grip Axis keys from the GrabLeft/GrabRight action mappings. You’ll also have to reconfigure the logic to use the GrabAxis Input Events instead of the GrabLeft/Right.
Ahhh! Perfect, removing it from action mappings, makes sense, maybe I didn’t read the last post correctly.
I’m still not getting any info from the grip axis mapping, or input action, maybe I’m still missing something? Watching the float from the grip inputAxis It’s 0.0 while playing and squeezing the grip.
Are you planning on incorporating the OpenXR finger tracking support into this?
If so, do you accept pull requests for features relating to it? I’ve implemented anim graph nodes for setting the bone poses, and support for the hand joint motion range extension. I would just need to port it to UE5.
Any chance the template final destination will be fully physical body and hands that will allow users to build on it super easily without having to touch anything?
Something like ALS, but for VR.
Hello. I’m using 5.0 vr template with htc vive. I think something wrong with haptics. It’s getting stuck vibrating different freq and amps every time when i grab “Grabable object” and “rifle”. I can’t control it. I enabled steam VR plugin over Openxr and tried steamVR haptic nodes, it worked. But i lost all teleportation functionality now. so is openxr plugin bugged or its template?
I use just open xr with no steam or oculous working with a rift.
I like the template
but I wish they would supercharge it with some more locomotion types
The things that are in VR expansion plugin should be in the template and it should have several different maps showcasing different locomotion modes and things like zero g
it should be much more comprehensive
people are reinventing the same wheel everywhere
The template is not meant to be a sample project, but rather a barebones, not-bloated project that’s easy to expand upon. The Content Examples Sample project exists for different examples, and we’d like to have a VR section that contains locomotion examples, etc. But the template will continue to be limited in scope.
This commit makes zero sense. This option is essential for mobile VR, why disable it and even remove it from Project Settings !?
Does Epic of these days really really hate mobile VR ?!
@VictorLerp - hey Victor, do you know anything about why packaging the VR template (5.03) on a machine that does not have Visual Studio installed fails? - seems to be an issue with projects that contain plugins - is there a neater workaround than installing VS? (can configure pcs with Visual studio on them just fine)
5.1 is already feature complete, and the updated version includes Enhanced Input support and hand models. Improved VR User Interfaces is still something we’d like to do, but we currently don’t have a timeline for it.
Non-default Engine plugins doesn’t have their .dll’s built for the binary version(s) (OpenXR in this case). This is a limitation that unfortunately isn’t easy to solve, but we’re looking into solutions. For now, having Visual Studio 2022 installed is the way to go.
You’re referring to EXT_HandTracking yes? The new hand models’ skeleton is rigged and named based on that extension’s specification. I’d like to take a look at your PR, please submit it and send me a link to it!