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OrangeFlower
2 years agoExplorer
The eye tracking is only work when first time open the Unreal Engine
I used the VR Preview to debug my eye-tracking project, yes, it works with the blueprints (when I first time open the project):
and I print the state of eye tracking data, it is true:
But this time I end the VR Preview, and I preview the project next time, the state of the eye-tracking is False. And of course I can't receive any gaze data.
And I reopen the project, it will repeat the previous steps.
It means each time I want to debug with eye tracking system, I should restart my Unreal Engine. Why it only works when the first preview after my project opened?
the Unreal Engine is 5.1.1, the Integration is v54. I'm using Quest Link( Using cable to streaming ). I copied my project to another computer it has the same problem.
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- OrangeFlowerExplorer
And it seems like it did not have permission problems
- dario.macielStart Member
for the images you post, the permission is already true, so there is no blueprint after the first branch to "true"
- OrangeFlowerExplorer
Yes, thank you for pointing out this bug to me :). But I forgot to say that Get Gaze Data is running in Event Tick.
The problem is the VR Preview eye tracking works normally only when I restart the engine. If I run project with VR Preview for the second time, it won't return any data.
And I don't think it is a permission problem, I just preview(debug) it in VR Preview mode, I open all selections in PC Oculus setting
If I package it and run it in Quest Pro, the eye tracking works normally.
I am troubled by having to restart the Unreal Engine every time I debug eye-tracking data.- svictor.2023Honored Guest
Hi I'm hqving the same issur on UE5.1 qnd with meta quest pro, did you finqlly success to manage this ?
- PjotrExplorer
Do you call StartEyeTracking at the start of you project? Like in beginplay? What I have observed is that the meta plugin calls this function when you load the preview for the first time but failt to call it after that. So you manually need to call StartEyeTracking/StopEyeTracking at project beginplay/endplay.
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