cancel
Showing results for 
Search instead for 
Did you mean: 

Unreal Engine 5.5.2 Hand Pose Recognizer Request

kutlaytunc
Protege

Hello there,

I came across the Unreal-HandPoseShowcase project, which allows users to define custom hand poses and use them as inputs. You can find it here: GitHub - Unreal-HandPoseShowcase.

Initially, I tried copying the plugin into my project, but it resulted in numerous errors that I hadn't encountered before. After searching through forums, I discovered that Interaction SDK has replaced this project. However, upon further investigation, I found that the Unreal Engine version of the SDK does not support custom hand poses, unlike its Unity counterpart: Unity Hand Pose Recognizer.

I really wish the Unreal Engine version had this feature as well!

Edit: In this issue I've shared a solution that fixes compile issue on 5.5.3 

4 REPLIES 4

dario.maciel
Heroic Explorer

try this sample instead
https://github.com/oculus-samples/Unreal-HandGameplay
I think you need to recompile using visual studio

Yep I checked every sample project and finally used https://github.com/oculus-samples/Unreal-HandPoseShowcase I changed a line on source code that you can find it in the issues tab of GitHub. After that it works like a charm but still, I think we need new hand gesture recognizer sample.

Thank you for your suggestion!

Stratosh
Honored Guest

I completely agree. I would appriciate Unity Hand Pose Recognizer counterpart for Unreal! Currently I hesitate to use OculusHandTools cause it's designed originally for UE4 (I'm on 5.5), it is problematic to even integrate and I suppose it should be replaced with Integration SDK version soon. I hope.

Yeah, even the Interaction SDK doesn't allow full freedom for custom poses. It supports "custom grab poses," but not "recognized gestures". Also, the pointer indicator lags behind in my setup. I checked every folder to find the mesh that the plugin uses, but I couldn’t locate the one that appears when we point our fingers at widgets. This also feels bad for the experience, so I stopped using that SDK.