good morning
I am working on a vr project with ue5
I have noticed that in the ue5 vr project the hands are no longer present during simulation.
i’ve tried various tutorials on how to change from oculus controllers to hands as in ue4 vr projects, but they didn’t work the best.
do you have any suggestions regarding this
Hi Meng,
I’ve moved this post to a more appropriate section.
The Oculus VR plugin is now disabled by default in UE5 - be sure it is enabled.
In Project Settings → Oculus VR → Make sure “Hand Tracking Support” is set to ‘Controllers and Hands’
If you print the result from the ‘Is Hand Tracking Enabled’ node on tick, do you see it switch from true to false when switching between controllers and hands?
If you build from the vr template the hands should be working
I personally don’t use the oculous plugins only the open xr and I have hands
I also use the vr expansion plugin template and the hands work.
i have the oculus plugin enabled and the oculus vr on controllers and hands, but during the simulation i only have the controllers
you are getting the controlers because you have the oculous plug enabled
if you just use open xr they should become hands
i disabled the oculus plugin but still i have the controllers and not the hands
@christuusgnosis I’m not sure that is good advice. With the Oculus plugin you’d use the ‘OculusHand’ component attached to your motion controller component. 1. I don’t think that Oculus hands work with OpenXR yet. 2. Even with OpenXRHandTracking plugin enabled I don’t see what the equivalent component for ‘OculusHand’ would be.
@Meng0204 My QuestLink just randomly stopped working today (black screen after starting link) But some things to try would be verifying that you can get hand tracking working in 4.26 or 4.27 and trying to then update that project to 5.0. Or, deploy the project to Quest (It may just be a PC based hand tracking problem)
i managed to follow a tutorial by a guy who replaced the controllers with ue4 hands
it seems to work but when I pick up objects they are not in the middle of my hands but as if they were attached to my wrist
Glad you got it working. The root/origin of the hand is the wrist, so that’s why it’s attaching there. Try adding a ‘SceneComponent’ as a child of your hand and offset its location to be in the middle of the palm.
Then you can use the scene component as a location to attach things to.
OK, I was able to add sockets to my static object, in this case the shoe, so that I could better control the position of the object once it was picked up but still remain positioned on the wrist of the skeletal mesh of the hand.
i am not using a blueprint of the hands but directly the skeletal mesh so i am not sure how to attach a component scene to it
I’m a bit confused on how you have your hands set up then. My understanding + implementation is that the ‘HandComponent’ must be a child of ‘MotionControllerComponent’ and then you’d have a ‘SceneComponent’ as a child of the Hand Component.
Is your project only meant for PCVR, or do you plan on running on the Quest? I ask this because I recall some strange differences in PCVR and Quest hands behaviour. Specifically, in the above hierarchy I have that ‘RFingerSphere’ Collision sphere I use for pressing buttons. I attach it to the Index finger on begin play.
On PCVR the Collision Sphere remains at the base of the wrist, on Quest the Sphere gets attached as expected. Just wanted to mention that incase you’re running into the same problem.