About quest pro, how to use face capture data in the real engine 5
Quest pro has the functions of eye expression capture and facial expression capture. But I didn't find out how to get this data in the unreal engine in the document How can I get this data and the corresponding expression for development in the unreal engine? I may need some help4.2KViews0likes3CommentsPassthrough Shadows Discussion
I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? https://www.youtube.com/watch?v=_oed7fqqzaY Here is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way. https://twitter.com/colin_a_brady/status/1627061040939941888?s=20 Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!2.4KViews0likes2CommentsUE5.1 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!2.1KViews0likes2Comments