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Problem attaching collision component to socket

SimonArcher
Honored Guest

UE: 4.26.2
Quest: 40

Hand-tracking only: Default


I'm making a touchscreen interaction for interacting with widgets with your hands. I get the socket location from the socket name "index tip".

 

Index finger collisionIndex finger collision

 

When I play preview from unreal everything works as it should, but when I package for Quest the socket location is not working as expected(it seems like the location is tracking the socket, but not correctly placed).

Is there any other properties for the sockets when it's running locally on the quest instead of from the computer via link? 

Any input or knowledge is appreciated.

Thanks

1 ACCEPTED SOLUTION

Accepted Solutions

SimonArcher
Honored Guest

I figured that I instead had to use the "Get Bone Name" under the Oculus VR category, and plug it into "Get bonelocation by name" with the desired hand as target, and returning the value to "Get Closest Point on Collision"

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1 REPLY 1

SimonArcher
Honored Guest

I figured that I instead had to use the "Get Bone Name" under the Oculus VR category, and plug it into "Get bonelocation by name" with the desired hand as target, and returning the value to "Get Closest Point on Collision"