Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
SerialMMM's avatar
SerialMMM
Honored Guest
2 years ago

About quest pro, how to use face capture data in the real engine 5

Quest pro has the functions of eye expression capture and facial expression capture. But I didn't find out how to get this data in the unreal engine in the document
How can I get this data and the corresponding expression for development in the unreal engine?
I may need some help

3 Replies

Replies have been turned off for this discussion
  • In your VRPawn or PlayerPawn be sure to add The OculusXRBodyTracking Component as well as the OculusXRFaceTracking and OculusXREyeTracking Components. In the OculusXRBodyTracking Component it needs a skeletal mesh. Meta has one with all the necessary morph targets in their Movement sample called SK_Proteus. Migrate that Skeletal Mesh into your project and put it in the OculusXRBodyTracking Component.

     

    Now in both the Face and Eye tracking Components under Oculus XR>Movement>Target Mesh Component Name, type in OculusXRBodyTracking.

     

    This character should be tracking both face and body now.

     

    Hope this helped!

    • SerialMMM's avatar
      SerialMMM
      Honored Guest

      I am currently using unreal 5.0.3, metaXR sdk version v47
      Didn't see the component you said

      • dario.maciel's avatar
        dario.maciel
        Start Member

        try enabling face tracking in the Oculus XR tab of the project settings
        try searching for face, movement, body or eye
        try using a more recent metaXR version (the current is v50, but I think it is set up to Unreal 5.1.1) so try v48 or v49