Forum Discussion
Anonymous
8 years agoUnreal 4.18.1: UOculusFunctionLibrary::IsDeviceTracked() always return false on GearVR
This occurs on both the 4.18.1 binary and the latest 4.18 Oculus branch!
The
controller works however since you don't know if the user actually has
the controller active it is not possible to offer both gaze and
controller support.
Is there a quick workaround for
this? As it's very difficult to rollback to 4.18.0 where it was working
and the game is currently live in a sale...
2 Replies
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- Anonymous
imperativity said:
@aussieburgerVR
Hi, here are some methods to work around this issue:
1) (best way) look at the value of Current Tracking Status (there is a blueprint to access it) on the MotionControllerComponent you use for the remote. If it's Not Tracked, thing is disconnected, if it's InertialOnly or Tracked you're good to go.
2) (easiest-hacky way) In OculusFunctionLibrary.cpp, in the IsDeviceTracked function, replace ovrp_GetNodePresent2 by ovrp_GetNodeOrientationTracked2.
Thanks @imperativity for the reply.
While Option 1 sounds nice and easy if I was to do that then I don't know which hand the device type is. The advantage of isDeviceTracked is it can be checked for each hand type and I also use this to . I tried it and if I set my hand to Left in the Oculus app settings then the motion controller is not detected at all in game (since the default is right). Is there another way to get the hand value set by the user?
So I tried option 2 and unfortunately it did not work for me controller still returned false. - AnonymousI worked around this by adding two motion controllers one for left and one for right - then doing the check in 1) and if an active controller is found then disabling the other. Not idea but at least I could get a working fix out that also worked with left and right handyness :)
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