11-01-2022 03:04 AM
Hi,
I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a fresh unreal engine 5.0.3 project.
I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components. I have set up everything exactly the same way that I would do with 4.26/4.27 when using the OculusVR plugin and the oculus hand component.
When I test in the editor with the VR preview I cannot see my hands. The OculusVR plugin and the oculus hand component allowed to easily test in the editor and did not require to launch on the device. Is this not possible anymore with the MetaXR plugin? Am I missing something obvious or any required extra steps?
Thanks in advance,
Simone
11-01-2022 06:22 AM
Answering my own question, it seems that with the meta XR plugin the way to get the hand tracking to work in 5.0 is by going to the beta settings in the oculus windows app and enabling developer runtime features.
This is obviously not mentioned anywhere.
11-02-2023 02:15 PM
I don't have that option? I'm pretty sure I converted my account to the developer account but maybe I missed something. Been at it for hours. Any support warmly welcome. You can also find me on twitter @rad79
12-29-2023 01:37 AM
You need to create a dev account at meta with the account your are using in ya headset and quest software. If done, you can put your qest into dev mode (using smartphone app) and the mentioned option should pop up in the oculus software on pc (you might need to relogin after signing as dev at meta).