UE5.1 with new MetaXR Plugin not getting Face Tracking to work with Quest Pro
So I'm using the official MetaXR Plugin that just released and I'm using it with UE 5.1. I've enabled all the the Facial and Eye tracking in the Project/Plugin settings. When putting the face component in my Blueprint I'm not getting any Expression Values at all. Are there specific steps I need to take to get the engine to recognize the Headset? Playing in Editor works in VR, just not getting any Facial data coming through. And yes, I have Eye and Facial Tracking enabled on the headset as well. Please Help!2.1KViews0likes2CommentsOculus Avatar Hands with Controller example
Hi, I need to teach a player how to control a project i am creating, and would benefit a lot if i could use the Oculus Avatar hands with the controller in them, because they react when you place your fingers on each button and move the thumb stick. They can be found in the Avatar Samples. Does anyone know how i can migrate these into my project or where i can find a tutorial do something similar?873Views0likes2CommentsUpgrading AvatarSamples from UE4 avatar beta to UE4.16
Hi There, I am trying to use the Avatar SDK in UE4.16 downloaded and compiled from source from Oculus-VR on github and port my working code with this from 4.15.3 to 4.16. As a basic task I want to do this with the provided sample to isolate the Avatar SDK from any other problems I might have doing this. The download is from https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ with the latest 1.14 version published on 5-2. After adding recommended updates to the C# files, the roadblock I am hitting seems to be with OvrAvatar.build.cs in the plugins\OvrAvatar\Source folder. In there it says PrivateIncludePathModuleNames.AddRange( new string[] { "OculusRift", // For IOculusRiftPlugin.h "OculusInput", // For IOculusInputPlugin.h "InputDevice", // For IInputDevice.h "HeadMountedDisplay", // For IMotionController.h "OnlineSubsystem" } ); This throws the error ERROR: Couldn't find module rules file for module 'OculusRift' upon trying to open the project. My first guess is that I need to choose module OculusVR that includes OculusRift and OculusInput, so attempting this again with PrivateIncludePathModuleNames.AddRange( new string[] { // "OculusRift", // For IOculusRiftPlugin.h // "OculusInput", // For IOculusInputPlugin.h "OculusVR", "InputDevice", // For IInputDevice.h "HeadMountedDisplay", // For IMotionController.h "OnlineSubsystem" } ); This throws the error ERROR: Couldn't find module rules file for module 'OculusVR' Not sure what I am missing here and if I'm better off waiting for Avatar code for 4.16 granted new code is going to be released some time soon in the case that I will run in to several other problems once I get through this one. ThanksSolved1.3KViews0likes3Comments