That doesn’t look like it is the hand, as the hand is in relative space to the pawn so when the pawn moves it also has too. It looks more like the cube you are having it grip is the thing not moving. The hand being attached to it is what is stopping the hand mesh from following.
I’ve tried to migrate the DoorActor and VRGameMode from the VRExpPluginExample into a default 5.1 VR template (I added the plugin, built the project and deleted it’s default input folder, and when it wasn’t working I imported the Input settings from the Example, otherwise no changes) movement is fine, but I can’t seem to be able to use grabbing, not even hand reacts. I tried to debug the Grip interaction in the BP_VRCharacter but it never triggers. Could there be some issue with the migration or do I need to setup something afterwards?
Tried it with a blank c++ project, the gripping was triggering and turned out Gameplay Tags didn’t migrate, after setting those up gripping works. (There may have been a lot of warnings about invalid gameplay tags which I didn’t notice before )
One other thing, teleport mode doesn’t work and only displays , do you have an idea what could be the problem? Imgur: The magic of the Internet
The teleport projects to the navigation mesh, if there is no nav mesh then it fails to map to it and the laser won’t show on a surface.
I am working in UE5.1 and trying to get teleportation to work.
Currently everything works great while testing in-engine as a single player. However when packaging the application and joining a session as a client the ‘Perform Move Action Teleport’ node does not seem to do anything.
‘Perform Move Action Snap Turn’ and ‘Add Movement Input’ both work just fine and the movement is also being replicated to the other client/server. Due to I am not sure what the problem is.
Are you calling it on the server side? Teleport move action should be called on the client side.
Also are you sure its that node and not that you didn’t turn on client side navigation mesh generation and the actual teleport implementation is failing to find a valid surface?
It turned out to be the client side navigation mesh, thank you very much for the quick reply!
And in general, thanks for the great work on the plugin.
Hi there,
Great plugin! Awesome to see so many examples of the capabilities of VR showcased in one place.
I’m currently working with the Vive Focus 3 in UE5.1 and I’m looking into implementing hand gestures. I have two questions:
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I got the GraspingHandManny to correspond to my hand gestures but there’s a rotational and positional offset. In the image below is GraspingHandManny compared to what I’m getting from OpenXRHandTracking in purple (which is correct). Exactly where could I adjust
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Is there somewhere an example of a more minimal setup to what I’m trying to achieve? I’m honestly kinda lost in the GraspingHandManny blueprint
I think that a new version of the plugin is prob happening because 5.1.1 dropped last week
On the discord he said there were still some issues with the grasp.
But I think they are probably focused on a version for the 5.1.1 patch atm
The manny hand is attached to the motion controller and the provided pose for the motion controller in hand tracking mode is not the same as the hand trackings actual location. You would want to adjust the meshes actual relative offset to the motion controller, or manually position the mesh to the hand tracking information by setting its world location.
I really don’t get why they didn’t standardize hand tracking to their “universal tracking root” when tacking the extension on and passing the pose out but it is what it is for now.
You can ditch the grasping hand all together and just use a raw mesh with the OpenXRHandPoseComponent to drive them in the same BP if you want, the grasping hand does a lot of extra things.
No new version of the plugin, it already runs in 5.1.1 with no changes.
The gripping issues are with physical hands since chaos still has many skeletal mesh bugs. Normal hands work fine.
Hi,
When I set up a Physics Lever (ie. a Lever with IsPhysicsLever=true), it seems to just become an unconstained object when I grab it. I would expect it to remain constrained, like an object with a PhysicsConstraint, on the axis of the lever.
Is there a way to set that up without using separate PhysicsConstaints?
What I want to achieve is a Lever with a child connected. When I grab the child, the lever can move along the allowed axis.
Hi,
I’m trying out the different lever modes however when I swap the lever to XY it doesn’t move. I have the same problem with the Flightstick XY however it does still yaw. I’m probably being an idiot but I’d love some help
The XY lever works find over here. Make sure you have Lever Limit set both Positive and Negative with a value >0, IsLocked=false.
Thank you for the reply
I checked the settings and made sure they were setup like that and I still have the problem
I’ve done some more testing and I’m still stumped to what could be causing it. I’ve now downloaded and tried comparing my implementation to the example and they are the same
Edit:
I think maybe the issue is with the XY Lever using a rotator and my gripping setup sets it’s world rotation as 0,0,0? I’m going to take a closer look at the example/Raven’s tutorials to find what I’ve missed
You are gripping it with an empty transform… Levers work by sampling the controllers position relative to it on initial grip and then tracking it as it changes.
You should be creating a valid transform of the hand relative to it, if the initial point is zero’d on it then it cannot create what the initial rotation around the object would have been (as it is dead center on it, there is no possible rotation around it).
T.L.D.R: You need to properly implement the GripObjectByInterface function
Ah okay, thank you for the help. I’ll try that later
Still struggling with one. Attached an example (works in the VRExpPluginExample project). Why is my lever completely ‘loose’ when I grab it?
Test.uasset (28.7 KB)