Quest 2 Hand Tracking with PC build (using Link cable)

Does anyone know how to implement Hand Tracking on the PC using the link cable?
A solution must be pretty close, it’s easy to play with the Hand Tracking features in the editor via the VR Preview, but when packaging the project to Windows and playing via the link cable the Hand Tracking is gone.
Apps like Immersed have Hand Tracking enabled, but I can just imagine the custom code they had to do it.

Also looking for a solution to this. Should we expect a solution any time soon? Have an awesome project built that needs to run on desktop and not mobile. I thought there might be a solution soon considering the Oculus Air Link has been recently been released as well.

Any news about this?
Thanks!

Hello everyone, this is possible with UE 5.3.2 using the Unreal MetaXR Plugin 59.0.
Have tested with Build using Link Cable and also AirLink.
This is great!
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I have experimenting deploying Android_ASTC to Quest but same old behavior occurs, hands are not showing up, only controllers.
Has anyone successfully deployed a standalone app on Quest that has hands showing up?
Thanks!

Can you explain more about exactly how you got it working through the Meta Quest Link app? I haven’t seen any hint that this actually works for PIE. Are you just launching the game as a package build onto your Quest actually?

I have found a crazy workaround for now, that works in UE 5.4 with a Quest 2 and PIE:

  1. Install ALVR. This is a streaming server/client to play PCVR games on the Quest. You need to install the PC app and also a native app on the Quest 2.
  2. Install Hand-Tracked Cockpit Clicking, an OpenXR layer that supports hand tracking for flight simulators.
  3. In SteamVR, go into Settings → OpenXR → Manage OpenXR API Layers. Turn HTCC on (I also have Compatiblity layer for OculusXR Plugin enabled).

Be sure you have OpenXR Hand Tracking plugin enabled, of course.

You will know it’s working if you open OpenXRHandTracking.cpp, and can put a breakpoint inside FOpenXRHandTracking::UpdateDeviceLocations and it successfully gets into the loop that sets the transforms.

Caveats: I don’t know that this will work with the OculusXRHand component, I haven’t tested that. Nor does it appear to provide the full set of finger bone transforms, but I am still going to test this more. Initially it appears to just give finger tip transforms.