Hello,
I have a problem with UE5, indeed on UE4, my project launched correctly with SteamVR when I used my Index or my Vive, but did not launch SteamVR when I used my quest 2 with Air Link, which was very well…
But I just upgraded my project to UE5, and now there’s no way to prevent SteamVR from automatically launching when I launch my project, and unfortunately that’s causing a big problem in my code, because no way to access the functions of the Quest 2 that I used since the editor sees it as a SteamVR headset…
Could someone enlighten me? …
Thanks !
Which VR plugins are you using? If it’s the legacy ones, you might want to try temporarily disabling them all except the Oculus plugin to see if it still works in 5.0.
Epic only seems to be maintaining the OpenXR plugin though, so it might be a better option to switch over to that going forward.
Yes I thought about it but the problem is that I need the SteamVR plugin to be able to use the Valve Index finger tracking … Or I can do it with OpenXR but I couldn’t find it a way …
If i disable SteamVR Plugin, it works for the quest, but no finger tracking for the index …
It’s possible to get Index finger tracking through OpenXR if you enable the OpenXR hand tracking plugin. It doesn’t have any animation blueprint nodes though. The only way to get the finger poses through Blueprint is with the Get Motion Controller Data node, and that’s a pain to set up.
The order which the engine picks which VR plugin to use is set in the HMDPluginPriority section in Baseengine.ini. By default it prioritizes the legacy Oculus plugin, then SteamVR and then OpenXR.
Also, looking at the Oculus plugin, the Oculus specific OpenXR functionality has been rolled into it, and it now defaults to using OpenXR. This will make it be deprioritized over SteamVR with the default priorities. There is an option in the plugin settings to use the legacy Oculus SDK instead.
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It worked ! Put it in legacy mode and now it works just like a charm. Thanks !