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iptst.2023's avatar
iptst.2023
Honored Guest
3 years ago

Quest Pro Eye-tracker not detected in Unreal Engine (Air link)

 

Hello all,

I am trying to do eye-tracking research with Unreal Engine 5.3.1 + Quest Pro with OpenXR plugin running PCVR but ran into an issue that UE does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it. 

I have "eye tracking over Oculus Link" enabled in Oculus App and have enabled eye-tracking in Quest Pro, and the following blueprint is attached to the VRPawn Event Graph, and I am using Air Link while development the app. The output is using LabStreamingLayer (if someone has experience with it also love to get your input) but I think the issue is at the connecting to the eye-tracker side.

I tried to use the following nodes to check if the eye-tracker is connected and it gave me false.

Thanks so much!! It is really hard to find Quest Pro eye-tracker resources......

 

3 Replies

  • C11's avatar
    C11
    Honored Guest

    I'm currently experimenting with basically the exact same setup as you, although I'm using a link cable instead of Air Link. No luck though, I also don't seem to be getting any eye tracking data or have an eye tracker connected as far as Unreal is concerned. Were you able to figure this out?

  • did you try package the game? i dont know how to implement it via air link but if you package your game you must enable android permission for eye tracking. Request android permission (you can ask this on the level blueprint):
    com.oculus.permission.EYE_TRACKING

    Also, enable eye tracking on the plugin tab itself (project settings)

    • iptst.2023's avatar
      iptst.2023
      Honored Guest

      dario.maciel No I did not package the game. According to the OpenXR documentation it seems to only support PCVR so that's I did not try to package the game.

       

      C11  Unfortunately, I have not figured it out yet. I feel might as well use other headsets......