Hello everybody,
I am currently working on a project using the HTC VIVE Pro Eye and Unreal Engine 5). Unfortunately, the Tobii SDK has no support for the HTC htc VIVE Pro Eye and SRanipal is incompatible with UE5.
I made some adaptions in the Plugin’s source code to be able to build and compile my project in UE5.
However, as soon as I 1) manually start the SRanipal Runtime, 2) Tick ““Enable Eye by Default” or 3) Include the "Start Eye Framework” function in a “Begin Play” Blueprint-Node, UE5 crashes without any error messages (it just closes the window).
I would appreciate any help. Whether it might be further changes in the SRanipal Plugin Source Code or using another Plugin (In the header of the Eye and Facial Tracking SDK it states “We won’t be releasing any news and support for VIVE Sense. We invite you to join OpenXR PC VR”. So when someone can tell me how I access the eye-tracking data using the OpenXR Eyetracking Plugin, I would also be more than happy.)
Has anybody had similar problems and/or has an idea of how to solve these issues?
Hi, I didn’t solve the problem by changing GetHitActor () and GetRelativeLocation (). Can you compile the Unreal 5 plugin for us? From Vive, it doesn’t look like they’re going to update the sdk. I would appreciate it.
You can try with this adapted version here: SRanipal - Google Drive
Unfortunately, I never got this thing working completely for me, but crossing my fingers for you!
Hi, Thank you for sharing I tested the plugin and it works perfectly with lip expressions but not with eyes. Do you have the same problem?
The version you sent is 1.3.6.6. Have you tried compiling 1.3.3.0? I think some people mentioned that 1.3.3.0 works for them. I’ll try to build it for 5, and if I have any updates I’ll let you know.
The developers of Vive have updated their plugin and provided versions for UE5.0 and UE5.1, which seems to put an end to this topic. But has anyone tried the new version? My device has been returned and I currently can’t find a suitable device to test on UE5.2.
I am currently using Vive Pro Eye to develop a VR project with UE5.3. I am using the GetGazeData. The gaze origin and direction could return values and the confidence value is 1 when I wear the headset.
However, I cannot get valid values for both is blink and pupil diameter. Does any one know is it possible to retrieve them in UE5?
By the way, node GetStereoGazeData does not work too.
In conclusion, I think it is partially working now in UE with Pro Eye, but it still lacks of full support.
I dont know there will be any further updates for Vive Pro Eye with the Eye tracking functionality.
I tried to send an email to VIVE OpenXR and post the issue to the Vive forum, always no response.
I think get gaze data is kind of sufficient for eye tracking. Do you have any other requirements for get gaze data like #blinks or diameters of the pupils?