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Unreal-Movement SDK version and project settings

John.banfield
Honored Guest

Hi all,

is anyone using this with Unreal 5.3.2? I am struggling to get up and running. I am a bit of a newbie on this. 

1/ when I try to start the sample project I get 

"The following modules are missing or built with a different engine version:
 
  MovementSample
  OculusXRRetargeting
  OculusXRRetargetingEditor
 
Would you like to rebuild them now?"
Pressing Yes doesn't work, and suggests building from source manually, which I don't want to do.
 
2/ In the MetaXR section of my project settings I do see 'Enable Body Tracking', but I don't see the 'Body Tracking Fidelity' and 'Body Tracking Joint Set' mentioned in the doco. Have they gone away? 
 
Any suggestions?
 
Thanks,
JB
 

 

 

 

5 REPLIES 5

dario.maciel
Heroic Explorer

Can you generate visual studio file and compile the project? It usually works and opens the project fine.

About the 'Body Tracking Fidelity' and 'Body Tracking Joint Set' , I think those are nodes that you can set inside the blueprint editor. I think they are not options inside the MetaXR plugin. Im not sure now but i can take a look later.

John.banfield
Honored Guest

OK, thanks - if that is the case it looks like the documentation is wrong. 

I have done a lot of work in the engine so I don't want to mess with the current build - maybe I'll try building a 5.2 or something to get the demo project working. 

 'Body Tracking Fidelity' and 'Body Tracking Joint Set' are blueprint nodes to call.


There is a finished working sample project, I suggest following it to integrate to your own game. I was able to do so. 

 

https://github.com/oculus-samples/Unreal-Movement

github demo has no problem. 

1. Use UE5.3.2 and setup the Meta XR plugin v64.

2. Re-generate the visitual studio project and compile 

2. Update your Quest headset system to the latest version.