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?1.1KViews2likes1CommentOculus SDK 1.3 + UE4.10.4 integration breaks SteamVR in UE4Editor?
After Oculus SDK 1.3 + latest UE4.10.4 integration, SteamVR no longer works in the UE4Editor. The Enable HMD call fails unless I disable the Oculus Rift plugin. Anyone else have this issue? Is it a known issue?1.6KViews0likes4Comments