Forum Discussion
John.banfield
2 years agoHonored Guest
Unreal-Movement SDK version and project settings
Hi all,
is anyone using this with Unreal 5.3.2? I am struggling to get up and running. I am a bit of a newbie on this.
1/ when I try to start the sample project I get
"The following modules are missing or built with a different engine version:
MovementSample
OculusXRRetargeting
OculusXRRetargetingEditor
Would you like to rebuild them now?"
Pressing Yes doesn't work, and suggests building from source manually, which I don't want to do.
2/ In the MetaXR section of my project settings I do see 'Enable Body Tracking', but I don't see the 'Body Tracking Fidelity' and 'Body Tracking Joint Set' mentioned in the doco. Have they gone away?
Any suggestions?
Thanks,
JB
5 Replies
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- dario.macielStart Member
Can you generate visual studio file and compile the project? It usually works and opens the project fine.
About the 'Body Tracking Fidelity' and 'Body Tracking Joint Set' , I think those are nodes that you can set inside the blueprint editor. I think they are not options inside the MetaXR plugin. Im not sure now but i can take a look later. - John.banfieldHonored Guest
OK, thanks - if that is the case it looks like the documentation is wrong.
I have done a lot of work in the engine so I don't want to mess with the current build - maybe I'll try building a 5.2 or something to get the demo project working.
- AeromixxExpert Protege
'Body Tracking Fidelity' and 'Body Tracking Joint Set' are blueprint nodes to call.
There is a finished working sample project, I suggest following it to integrate to your own game. I was able to do so. - swang81Member
github demo has no problem.
1. Use UE5.3.2 and setup the Meta XR plugin v64.
2. Re-generate the visitual studio project and compile
2. Update your Quest headset system to the latest version.
- innitAdventurer
Here's a guide covering all the setup fun: https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vr
Have fun!
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