12-28-2023 06:32 AM
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.
12-28-2023 06:43 AM
And it seems like it did not have permission problems
12-28-2023 05:40 PM
for the images you post, the permission is already true, so there is no blueprint after the first branch to "true"
12-28-2023 08:34 PM
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.
10-16-2024 06:16 AM
Hi I'm hqving the same issur on UE5.1 qnd with meta quest pro, did you finqlly success to manage this ?
10-16-2024 06:31 AM
Unfortunately no, if I want to preview this function I should restart the unreal engine each time.
10-21-2024 05:55 AM
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.