VR Expansion Plugin

Plugin fully ported to UE5 Preview 1, went straight from 4.27 instead of trying to port the EA branch over due to significant changes in core since then.

Be aware that Preview 1 has some massive constraint and physics bugs (in the engine itself) that are supposed to hopefully be ironed out for Preview2, I wouldn’t rely on constraints or handles or grips working well (or at all) until then.

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Hey there,

I wanted to ask regarding UI widgets. I made a in-game menu, now I want it to pause, when I set the game state to pause, I cannot interact with the widget. I did set the widget and actor (in which the widget is) to tickable when paused, also set the widget interaction component to tickable when paused. I found quite a few posts on , but no solution, maybe you have an idea on how to solve , I am at dead end.

Thanks in advance!

It appears the discord link has expired. Does anyone have an updated link?

just updated it, not sure why it expired since it was set never too

The new link worked. Thanks.

Hello , I am trying to implement the OpenInput module without the VRExpansion Plugin. When I add the Skeletal mesh Data (as explaned in the setup pdf) or I try to manually retrieve the ActionInput the game crashes.

Thanks for the help!

Is with steamvr or are you on a newer build with openXR

SteamVR. I am using the valve index. But I have enabled the openXR plugin in ue4.

If you enabled openXR and it is set to primary then you are running OpenXR not SteamVR as the active runtime in engine. OpenXR does not have the OpenVR functions that the module requires, it shouldn’t be crashing but I wouldn’t rule it out as I never tested that mix.

The OpenXRExpansion module has its own version of the hand animation setup, its even a little cleaner.

See: https://vreue4.com/documentation?section=openxr-hand-pose-component

People don’t seem to like openXR having only hard transforms as much as OpenVRs curl system, so I intend on looking into approximating those curls soon. I just need to finish some UE5 stuff first.

I was confusing some concepts, thanks for clarifying. I managed to install the OperXRExpansion plugin and get the finger animations running but I have a small offset with the hand mesh (I used the same that is in the VRExpansion Template):

imagen

Thanks for the help!

they won’t match the controller until the OpenXR extension is added that adds two tracking modes for the hands (controller and free). OpenXR by default doesn’t have a “gripping controller” pose for hand tracking and Steam had to go and create an extension to the extension that provides alternate base poses.

I’m not processing the openXR Hand tracking extension myself currently, the engine is and I am sampling the data it provides since it is already built in. The non controller pose is more standard anyway.

Skip root bone though should prevent it from reorienting like that and let you place it wherever you want.

Thank you! the Skip root bone trick worked like a charm. I have to fine adjust now.

Hello , I’m quite new to the VR Expansion Plugin. I’m currently trying to enable physics on the motion controllers. Checking the “Use Physics Grasping Hand” checkbox enables physics on my right hand motion controller but it doesn’t apply physics to my left hand motion controller. What am I doing wrong?

It should do the same for both, unless you are trying to do in UE5 as chaos is a bit broken currently.

Hello,
I’m working on a VR project for 4 weeks now. Everything VR related was new to me.
2 weeks ago I found plugin and I’m trying to understand it step by step.

But now I’m stuck on the hand tracking. I can’t get it to work with plug in, in other projects it works perfect.

My left hand is how I’m holding my right hand in real life, but the orientation is completely wrong. Also the fingers don’t move.
From what I read here and on the website, should work.
I’m using the Oculus Quest 2.

Thanks for helping in advance!

The example for 4.27 is using openXR, and that is how oculus is passing in the openXR tracked hand transforms currently for some reason.

as for fingers moving, in 4.27 the openXR hand tracking extension is also not passing out the finger transforms. If you were using it through steamvr it would function.

Anything you tried before was likely oculus’s native API example they have.

I’m using version 4.26 of the Unreal Editor. Still can’t figure out why physics isn’t enabled on my left hand

Then you’ll have to dig into the CheckAndSpawnGraspingHands function in the pawn and make sure you didn’t change anyhing, I can assure you that many many devs have been using them in 4.26.

Reinstalling UE4 fixed the issue

Hey , I wanted to ask for your assistance regarding VR buttons. After I build my game (tried debug and shipping) when I try to press a button it just does not work, but gripping and everything else just works normally. Maybe you have any suggestions what could be the problem?