02-16-2023 12:04 PM - edited 02-16-2023 12:04 PM
I've been getting an array index error whenever I try to use the Oculus XRHand Component - required for hand tracking / and body tracking.
I've posted about it on the GitHub repo, and had one person confirm a similar issue, but so far no one else seems to have the problem(?)
https://github.com/Oculus-VR/UnrealEngine/issues/247
Is anyone using the Oculus XRHand Component in the new engine build without issue?
Hand Sample / HandPoseShowcase sample maps throw the error / crash the editor.
EXAMPLE:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:H:\GitHub\UnrealEngine\Oculus\UE5\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763]
Array index out of bounds: 1806 from an array of size 24
When I open the sample project: \UnrealEngine\Samples\Oculus\HandSample\HandSample.uproject I can play in Viewport / Simulate without issue, but if I VRPreview or build a standalone game I get the array error as soon as the engine registers the headset (put it on my face)
To double-check, this morning I built a blank VR BP project, compiled all 6000 shaders, and it was able to immediately run fine with VRPreview. I opened my pawn, added the "Oculus XRHand Component" and tried to preview again, crashed.
Solved! Go to Solution.
02-20-2023 02:19 PM
Meta posted a temporary patch to address this issue on the github repo: https://github.com/Oculus-VR/UnrealEngine/issues/247
04-13-2023 08:03 AM - edited 04-13-2023 08:04 AM
https://github.com/Oculus-VR/UnrealEngine/issues/247
TL;DR " released 5.1.1-v50 and this should be fixed there."
02-17-2023 02:19 AM
Hi, I've also had the same problem, seems like there is an issue with laoding the 'default' hand skeletal mesh.
You can workaround this by using a custom skeletal mesh in the 'SkeletalAsset' , but this is a bug the Meta team hopefully fixed quickly
02-18-2023 09:00 AM - edited 02-18-2023 09:02 AM
Do you have by any change a link to a model/asset pack that works with hand tracking or do you know any mode that actually works with the hand tracking and finger movement? The default Mannequin hand doesn't work for me (shows up, but there's no finger movement) and atm I can't spend 40 bucks or something on a hand model pack just to find out that the skeletons are incompatible or the issue lies deeper than that...
Also can't seem to migrate the hand models from the sample pack (from the UE Oculus Fork Repo) as it doesn't recognize or accept the skeleton in other projects.
02-20-2023 12:39 AM
Hi Zakoul,
I'm currently using following hand mesh pack:
https://www.unrealengine.com/marketplace/en-US/product/hand-tracking-asset-bundle
I did have to redirect the bones in the hand component under 'custom skeletal mesh'> 'bone name mappings' .
I'm also using a hand tracking plugin for functionality:
https://www.unrealengine.com/marketplace/en-US/product/hand-tracking-plugin
This has grabbing, pushing buttons and more, and should have a mesh in its example folder that also works (not tested myself since I already had the other hands).
02-20-2023 02:19 PM
Meta posted a temporary patch to address this issue on the github repo: https://github.com/Oculus-VR/UnrealEngine/issues/247
04-13-2023 07:22 AM
Can you share what you used to redirect? I am getting weird behavior when I try.
04-13-2023 08:03 AM - edited 04-13-2023 08:04 AM
https://github.com/Oculus-VR/UnrealEngine/issues/247
TL;DR " released 5.1.1-v50 and this should be fixed there."
04-17-2023 12:20 AM
Hi Nate,
Below you can see the redirects I used. This will depend on your skeleton however.
I put in a screenshot of part of my skeletal mesh as comparison.
Good luck!