Oculus hand tracking palm menu is automatically resetting position and orientation in Unreal Engine
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time. Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink. Has anyone else run into this particular issue? Any clue what might be causing it?1.2KViews2likes1CommentMetaXR Plugin for Unreal 5.3 generates the VR Hands at a wrong and very un-natural angle!
I have tried to fix it for a long time, thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years. The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. See attached image.Solved2.7KViews0likes4Comments