I am trying to do eye-tracking research with Unreal Engine 5.3.1 + Quest Pro with OpenXR plugin running PCVR but ran into an issue that UE does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it.
I have “eye tracking over Oculus Link” enabled in Oculus App and have enabled eye-tracking in Quest Pro, and the following blueprint is attached to the VRPawn Event Graph, and I am using Air Link while development the app. The output is using LabStreamingLayer (if someone has experience with it also love to get your input) but I think the issue is at the connecting to the eye-tracker side.
Hi BioMedKUL. Did you managed to make the Pro EyeTracking work with blueprints? If yes, would you mind to share an example? There’s an absurd absence of documentation on UE.
Hi!BioMedKUL. Thank you very much for your reply!
Do I have to use the meta xr plugin, it seems to conflict with openxr.
Also I don’t really understand the first step of the operation, could you please elaborate a bit more on that?
Hi!BioMedKUL. Thank you very much for your reply!
Do I have to use the meta xr plugin, it seems to conflict with openxr.
Also I don’t really understand the first step of the operation, could you please elaborate a bit more on that?
Thank you very much for the blueprint, I tried to use your method but it seems that I can only get data for gaze origin and gaze direction but not for fixation point, can you get it please? If so, can you tell me what the cause is?
Yes, you have to use the meta XR plugin, as far as I know it’s the only way to access the Quest Pro’s cameras. They indeed have a compatibility issue with the OpenXR plugin as stated on their download page. You should be able to just disable the OpenXR plugin though, since you can access all tools through the MetaXR plugin.
Once you have the MetaXR plugin installed, you will be able to add the Eyetracking component, in your pawn under components just ‘add’ and search for oculus.