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How to use OpenXR Hand Tradking on Unreal Engine 4.26

Virteasy
Honored Guest

Hello,

 

As I seemed to understand that Oculus plugin does not support hand tracking with the Link in a packaged Windows app, I am currently trying to use OpenXR on Unreal Engine 4.26 for it's hand tracking extension but I can't figure out what's the path to follow to make it work. I followed the OpenXR prerequisites : https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/XRDevelopment/OpenXR/Prerequisites/ 

as well as the Oculus prerequisites : https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/XRDevelopment/VR/OculusVR/OculusRift/Pr... and enabled the HandTrackingEXT.

 

But then I don't know how to use the tools in the project. Unreal's support told me it's blueprint useable but I didn't find any clue on the plugin activation. I tried using some of the functions from OpenXR specification but I did not find anything that seemed to come from OpenXR.

Did some of you managed to use a VR pawn using OpenXR hand tracking ? I'd be glad to know how you did it.

 

Best regards

 

 

4 REPLIES 4

BrandfuelVR
Honored Guest
Hey Virteasy how did you progress with this? I'm about to attempt the same. 
 

Anonymous
Not applicable

@Virteasy I am also running into a similar issue, gone through the set up, but cannot seem to get handtracking data using the OpenXR nodes.  Theres' clearly some sort of basic tracking happening, but it seems one of the crucial nodes is Get Motion Controller Data and I cannot get it to return any values whatsoever.  Were you able to make any progress on this?

Virteasy
Honored Guest

Hello @BrandfuelVR, @Anonymous, I'm sorry but I kind of gave it up since I understood it is not possible to use the Hhnd tracking extension when using the Oculus Link. 

If you are building on Quest though, I think the way of getting hand tracking to work is quite straightforward  (using basically the right plugins) and does not need a lot of work. I didn't do it though because I don't want to build on Quest but if you have any more info about this part I'd be glad to know about it.

Anonymous
Not applicable

Thanks for the response.  Yea I can get hand tracking working no problem using the Oculus Hand Component, but that's incompatible with OpenXR and they don't render hand meshes as design.  I'm trying to future proof my work and assets on the marketplace, as it seems like the old system will be deprecated some day.  Currently, my guess is I need to wait for a future iteration of the Oculus OpenXR plugin, hand tracking is flagged as a known issue according to their notes, I'm hoping that means there's more to be addressed.  

 

It's my hope that using OpenXR will also get hand tracking to work via Oculus Link as well.