I’m testing my first program and I noticed that the position of the hands doesn’t match the position of the VR controllers. I stopped the program in Unreal Editor and it automatically opened Steam VR with the correct position of the hands. Is there a way to get the hands in the correct position?
It’s worth saying that when I started the programme, the controllers were on the table, and it was when I picked them up that my hands were still in that different position to the controllers. When SteamVR started, I already had the controllers in my hands.
By the way, I’m using HTC Vive the first version with the XR plugin. And all of my code is based on the VR Template.
It’s hard to consistently line up the hands across different controllers with the poses the base OpenXR plugin exposes. SteamVR at least supports sending simulated hand poses based on the controller pose and button inputs though the OpenXR hand tracking plugin. Not sure which other runtimes support it though.
The support for the hand tracking extension is very bare-bones in Unreal, and it’s very tedious to use. When I last tried it, you had to retrieve the bone poses from a Get Motion Controller Data node and manually align all the hand bones with the poses. I made some pull requests to make them easier to use with the anim graph editor, but Epic doesn’t seem interested.