I make this there is couple years.
It’s working on UE5, I checked it. If you are interested. DM me.
Nikokun’s original 4.25 will convert to 5.3 and then you have to make some adjustments to “hand” because the "hand’ changedbetween versions.
Its in theforums under the same heading, look for the reply by rectus SA.
the second vid has the original file links
Emailed you
Hey! I’m still pretty new to working in UE5, but I’ve been trying to set up grabbing, pushing off walls, and boosters for my project. I’ve gotten a bit stuck with UE5.5 and could really use some help. ![]()
Hi everyone.. This is NikoKun, the creator of the original template!
I’m incredibly sorry I vanished all those years ago. I was struggling with major depression and grief, which killed my interest in a lot of stuff that I now realize I should’ve kept up with better.
Almost a decade later, I’m finally looking back into my old projects again, and this one is at the top of my list. I’d like to figure out how to properly update it for UE5, or at least find out what others have managed to get working. I see some have said it works here, but I’m pretty rusty with Unreal Engine in general, so quite frankly I feel like a novice user trying to follow along. heh
Manged to get things mostly working in UE5, although now the hands are angled weirdly, and not in the same way other people describe.. left and right seem to be correct, but they’re just angled in an awkward way, and I’m not sure how best to correct that? Anyone have any ideas?
Aligning hand models correctly in OpenXR is still a big mess. Epic’s VR Template just has the hand models manually offset from the motion controller components, but its not perfect, especially for things like Index controllers.
The ideal solution would be to use the OpenXR hand tracking extension to get emulated hand joint positions from the runtime, but it’s not supported well across runtimes. Notably the Meta PC runtime doesn’t support the hand tracking extension at all for users. The Unreal implementation is also incomplete and hard to use.
hi , OpenXR hand tracking plugin for aligning hand models works very well, below video was took from metaXR sample :
also OculusInputTest is a good sample to try
I ran this sample on latest UE version with metaXR v85
Nice that there are examples available.
Unfortunately Meta Link requires a developer account to use the hand tracking extension though. If you released a PCVR game, the extension would just stop working for users using Link.
Really , good to know ![]()
i just started learning VR one month ago , i never relase VR game yet , i’d to try to install my apk to a VR device without meta link account for testing it still works or not
It will still work for Android apps, just not apps running directly in Windows.
this is such a good find omg