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.
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.
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.
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.
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):
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.
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?
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.
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.
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.
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?