How would one go about tracking hands and only ONE controller at the
same time in MR (Quest 3) ?I also would like to make it where controller
doesn't "fall asleep" when not being interacted with.
There are two option for OpenXR API in UE's Project Settings. One is
Oculus OpenXR and another one is Epic OpenXR.I use VRE plugin and if I
use Oculus OpenXR, I completely lose hand tracking functionality
provided by VRE (which is amazing btw). If I ...
Last night I tried using OVRPlugin OpenXR and Native OpenXR as XR API in
my project. Turned out that capacitive touch events on Oculus Touch
controllers don't work with OpenXR I am using Oculus fork of UE 4.27.2
with 1.70 integration (the latest ava...
I've seen some folks trying to use Landscape in their UE4 projects for
Quest, but not without performance issues.I wanted to try it for myself,
but ran into the issue where Landscape doesn't render at all I have a
quite "low-poly" Landscape with su...
I have a material set up with Masked blend mode. Somehow it doesn't get
MSAA and there is no documentation clearly explaining how to enable
alpha to coverage in UE4 for materials that are made for Oculus Quest
(Android ES3.1 or Vulkan).Any ideas ? Th...
What XR API do you use in UE5 ?Also, if you read my post carefully you
will see that while they also all trigger in 4.27.2 (except X, which is
a known bug), they don't function as they should (per Oculus input
docs).
So, I tried AnyKey node to see what I get:
https://www.youtube.com/watch?v=kSsXsYihM_8 Comparing to the official
docs:
https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/
we find that ... Oculus Touch (R/L) Th...