Single/Multiplayer, Touch & Vive blueprint only Template

[USER=“1110051”]Luqman Surreal[/USER] in setting handposes you have to only mess with these settings:

Capture2.PNG
one for each hand side. It’s less user friendly than messing with sockets on skeletal meshes, but it’s the way I found to interface with the Avatar hands.

Should work well, since we use this technique in many apps. Think I should do a video to show that.

@Kingslayer_j Important to replace the original OculusAvatar plugin with mine in runtime/plugins/oculus. If not you’ll get build errors for many reasons, since I refer to a few custom functions I put in OvrAvatar.cpp, and I use OvrAvatarManager as an FClass instead of an UObject.

@jinzay Not sure about black borders? I’m not sure I see any.

[USER=“176719”]Beyond Matter[/USER] That’s strange that you RMotionController is pending kill, the only reason for that is if you are in DebugMode in MainMenuPC; LMotionController is also destroyed when using Go

@n3fox You should ensure that your chaperone is set OK and that SteamVR is correctly detected. You can see that in output log when beginning game.