Yes, you need to modify animation blueprint in the “Update Fingers from SteamVR” collapsed graph: https://pp.userapi.com/c848524/v8485…4MPQV5siQ4.jpg
By default, I only use curl values. Also, keep in mind that you probably need to use some multipliers (may be negative) for splay values.
Also you can modify reference pose (pose for open hand; rotation of fingers is calculated relative to this pose).
Thanks for the info on splay values, I’m experimenting finger by finger to get the best results. Do you mind telling me where I can add keyboard input for the menu, I have not been able to find that. I’m sorry if these are dumb questions, but I don’t have experience with blueprints, and you’ve been very helpful.
I want to purchase, but I’m a bit confused. On the UE Marketplace it says **Network Replicated: Yes. **The documentation says **Networking: not supported. **Also, you mention “networking” in the release notes. So, what is the latest status on this?
If the motion can be replicated than
Can I replicate the movement of the full body setup HMD/MCs/Vive trackers?
What should I replicate than? The pose? Transforms of some components? Something else?
Should I do the replication myself? Or the plugin does the replication already?
Replication was added after release. Now it’s supported.
The plugin is responsible for replication. You need to mark “CaptureDevice” component as replicated and also manually call function to update calibration in GameMode::OnPostLogin event for newly connected players.
Bumped into this error while trying to manually spawn the pawn(PIE, 1 player, 4.22.3). When the pawn is inside the level and autopossessed by Player 0 everything is ok. But when I spawn it through the Player Controller it seems like ABP can’t find the CaptureDevice. Obviously, finger animations are not working as well. Calibrating and capturing full-body motion work though.
I have a problem to import a new skeletal Mesh, I don’t understand the different steps on the pdf. Do you have a video or someone else ? i’am a newbee…
Thanks
Hi @ ,
I followed steps by steps the tutorial your made, “Vive Mocap: body tracking setup” , but somehow the Vive trackers can not be tracked ( trackers mesh don’t move, just sit on the ground) , only the main controllers and headset work. But the demo project you provide could work perfectly,all trackers could be seen and tracked. So is there extra steps I should do for the latest plugin?
Are your project and demo project in the same version of the engine? The function GetValidTrackedDevicedIDs could be bugged, so try to install and enable in your project’s settings Valve SteamVR Input Plugin (https://www.unrealengine.com/marketp…put-for-unreal).
Yes, both are the same version, 4.22. I also enabled SteamVR plugin. It reminds me that after SteamVR plugin, now there are two Motion Controller Pawn when your have to assign it in BP_GameModeMain in your video tutorial. Which one should I use or does it matter ?
Hi @
I test the No-HMD map in the 4.22 demo project today, and only right controller show up, rest of vive trackers and left hand don’t show up. I didn’t modify any setting, so wonder why?
BTW, all trackers and controllers show up in HMD map.
ps. When in No-HMD map, the right controller which shows up is index controller mesh(I am using Index Controller), and in HMD map, controllers that show up are Vive controllers meshes. Doesn’t know if this is related to the problem.
ps2. I noticed that in No-HMD map you used Get Valid Tracked Device Ids, and in HMD map, you simply use a c++ “Spawn Trackers” function, could it be the reason why trackers don’t show up?
For some reason, Motion Controller components added in runtime to existing actor don’t work. It’s a bug which appeared in 4.22 and presists in 4.23. I changed “Spawn Vive Trackers” function in your project this way:
It doesn’t affect the plugin itself. CaptureDevice component uses raw function (Get Tracked Device Position And Orientation) and don’t need motion controller components to work.
Unfortunately, non-HMD mode just doesn’t work after 4.21 by the same reason. I’m thinking about workaround, but it’ll be only implemented in the demo project for 4.23.
“Spawn Trackers” function spawns BP_Tracker actors and then updates their position in Tick using function “Get Tracked Device Position And Orientation” (just like Capture Device component). So, it avoids using Motion Controller component, and that’s why it works smoothly.
Thanks for the reply.
I tried your screenshot settings on my project, but trackers still can not be tracked, and only hand controllers can.
Your trackers will show up at your end if you play my project?
BTW, there will be error when I play my project. Not sure if it is related. Log will say “Accessed None trying to read property CatureDevice”