Vive Mocap Kit - Support

I’m planning an update for Vive Mocap Kit plugin based on collected feedback. The update will affect the plugin itself as well as the ViveMocap demo project.

OpenXR Note

First of all, about OpenXR. It’s recommended plugin for all VR systems in UE5. SteamVR plugin (as well as Oculus) is now deprecated. Moreover, SteamVR plugin isn’t fully supported, not updated by Epics and doesn’t work in a packaged game.

At the other hand, OpenXR doesn’t provide comparable functionality. In UE 5.0 and UE 5.1 it doesn’t support Vive Trackers at all, and in UE 5.2 number of trackers is limited to 13 (by available SteamVR roles/motion sources). Also, tracking works only with stereo rendering (VR Preview) and doesn’t work in simple PIE/Viewport mode. So, I decided not to update the plugin to OpenXR just yet. But if you need OpenXR-based version for some reason, please write me at e-mail (ykasczc@gmail.com).

ViveMocap Project

I’m planning to update the project for UE 5.2 with follow changes:

  • cleaned UI;
  • [OpenXR only] auto bind Vive Trackers to bones by role (set role in SteamVR settings);
  • [OpenXR only] don’t bind bones to Vive Trackers with non-related roles (like “Camera”, “Pad” etc;
  • more suitable preset to capture animation on MetaHuman;
  • scale calibration settings exposed to calibration menu;
  • clavicle offsets are also exposed to menu (only for tracked upperarms);
  • no-HMD map: new approach for calibration (with assistance).

Vive Mocap Kit Plugin

This update is already submitted for 5.0 and 5.1. It should appear in Epic Launcher in a short time.

List of changes:

  • new algorithm for elbows (CaptureDevice component → ElbowModel);
  • [Bug Fix] CaptureDevice → ApplyOpenVRCorrection doesn’t cause crashes anymore. Please make sure it’s turned on. It’s highly recommended for better tracking - please read more in documentation at page 9.
  • During calibration, CaptureDevice now automatically sets pre-defined offsets between motion controllers and hand bones. To disable it, uncheck CaptureDevice → AutoOffsetsForControllers.
  • [OpenXR only] New finger tracking. It’s unversal for different types of controllers and doesn’t require FingersDataProvider blueprint. Requires OpenXRHandTracking (engine plugin) enabled.
  • Improved torso tracking from one point (pelvis) and two points (pelvis+ribcage).