Oculus Body tracking is laggy after app is waken up
Dear guys, It seems a bug for bodytracking in Unreal engine 5.3.2. 1. I download the demo from oculus sample github (unity + unreal) and test them. https://github.com/oculus-samples/Unreal-Movement https://github.com/oculus-samples/Unity-Movement 2. build the unreal and unity sample for bodytracking and install them in the oculus quest3. Open Apps and they all works smoothly. 3. Sleep and wake up the headset. Unreal version : I found the tracking body is very laggy but the controller play very smooth. After about 30s, it will work well. In the picture, you could found the hand cannot attach to the controller. unity version: It recover in ~2s without waiting for a long time. I try to print the log for the tick event. Body tracking API (GetBodyState(FOculusXRBodyState& outOculusXRBodyState, float WorldToMeters))return the same skeleton position value within a short period of time, which results in the body cartoon not playing smoothly.Solved1.9KViews0likes3CommentsFull Body Tracking poor performance in UE5 and Air Link
Hello everyone, I would like to use the Full Body Tracking feature with the Meta Quest 3 in my Unreal Engine 5.3 project. My Meta Quest 3 is connected via Air Link, and in the final game, the game should also run in this manner (the executable file should not be on the headset). I've noticed that as soon as I activate the Full Body Tracking of the Meta Quest (e.g., directly through the function OculusXRMovementFunctionLibrary::StartBodyTrackingByJointSet or simply OculusXRMovementFunctionLibrary::StartBodyTracking, or if the tracking is activated in any other way, e.g., via Live Links "ApplyToClient"), the framerate drops directly to 20-30 FPS, even without anything else happening in my sample project (no mannequin performing movements or anything). I've observed this performance drop even in the sample project here: https://github.com/oculus-samples/Unreal-Movement Through Unreal Insights, it's apparent that the RenderThread suffers greatly under the activation of the Body Tracking Start, consuming an average of 9ms or more (which should ideally only take 1-2ms in the sample project). Now, I'm wondering if anyone else has this issue, too or is this a known issue or if the executable file must reside on the headset for Full Body Tracking to work efficiently? I highly appreciate any responses.1.1KViews1like0CommentsMultiplayer with full body tracking movement applies to all players and mannequins (skeletal meshes)
We are developing a multiplayer VR game. We correctly implemented full body tracking using live link and animation blueprint and it works for one player. The problem arises when multiple players join, then each player controls ALL other players skeletal meshes. So, for example, I'm player one there are 5 more players around me. When I move, all the other players skeletal meshes move on my screen in tandem. This is not a replication issue because if we DONT use the live link everything is correctly displayed (for example using tw bone IK). Basically the plugin/live-link targets all mannequins(skeletal meshes) in the map and not just the one that's being controlled. Another example to make it clearer: even when playing in single player, offline, if i place 5 actors but im possessing only 1 actor, all 5 actors move in sync instead of just the one im possessing.Solved1.9KViews0likes3CommentsOculusXRBodyTracking component - It does not work correctly!
Hello, everyone! PLS help me understand! I want to link multiple Oculus 2's over a Lan connection. I add a Body Tracking component to the pawn, but when I connect to the network, all the other pawns I see are just repetitions of my body movements in the other created pawns. And so everyone sees in others only the movement of his body (Player's movements are copied the same). What am I doing wrong? How do I create a Pawn so that each "OculusXRBodyTracking" component works on each Pawn separately? Im work on UE5.1.1847Views1like0Comments