v77 Grab Hand Pose Translation/Rotation
Hi, I'm using v77 of the Interaction SDK in Unreal 5.5.4 for hand tracking, and am having issues with a HandGrabPose not following the grab location/rotation when using rotation and location transformers. I am using an object setup with multiple grabbable pieces. My blueprint hierarchy is essentially: Mesh -- GrabbableComponent1 -- SubMesh ---- GrabbableComponent2 ------ HandGrabPose GrabTransformer1 (for main mesh, with free transformer) GrabTransformer2 (for sub mesh, with translate constraint applied) The actual interactions of the meshes work without issue. I can grab the main mesh, and grab the submesh to move it with its translation applied. My HandGrabPose component has the following properties set: The initial posing is fine and the hand will move to the intended pose position, but as the submesh is moved, the hand pose stays in the same location rather than following the submesh as I would like. Looking at the source for hand poses, I can see that the hand pose override is set via a call in OculusInteractionPrebuilts/Rig/IsdkHandPoseRigModifier to HandMeshComponent->SetHandPoseOverride once the grab state changes to Selected, but as this is only called upon initial grab, the required RootPoseOffset does not get updated upon translation/rotation of the grabbed component. This is not an issue for components with only one grabbable where the entire object will be moved and thus the offset remains constant, but for my case with sub-objects the pose offset obviously does change but the hand remains in its initial location. Has anyone run into a similar issue and could recommend a solution or workaround? I'd be happy to provide more information on my setup if needed. Thanks!52Views0likes2CommentsUse Take Recorder to record animations from tracked hands
Hi everyone, I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC without having to manually animate hand poses. I was able to record animations from the official HandSample when using the controllers to manipulate the hand mesh. But when switching to hand tracking the hand poses are not recorded. Instead, only rotation and position of the hand component are stored in the sequence. I hope I managed to express what I am trying to achieve in a comprehensible manner. Has anyone tried to record hand animations from tracked hands using Take Recorder before and got it running? Or has an idea what I am missing? Thanks for your help!Solved8KViews0likes11CommentsHMD Recenter Delegate in UE5.4 with hand tracking gesture
We have upgraded to engine 5.4 to get the HMD recenter delegate working again, as noted elsewhere https://forums.unrealengine.com/t/recenter-event/747484. We now get recenter events when using the Oculus button on the controllers, but we do not get any recenter events when using hand tracking and doing the recenter gesture. We are listening for both HMD Recentered and VRController Recentered and not receiving either of them with the hand tracking recenter gesture. Is this on the roadmap for a fix or is there something I can do to work around it?1.8KViews1like2CommentsOculus 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?1.1KViews2likes1CommentHand tracking widget interact through direct touch
Hi! I am new to VR development and im really struggling to find those trivial solutions. Sorry about my ignorance but i would like to know how can i interact with widgets interfaces in Unreal Engine. I already have a sample project with leap, grab, button and all set but widget interaction. My goal is to create a custom keyboard with some specifc functionalities. If anyone can help me i would appreciate a lot! thank you!1.2KViews1like2CommentsHand tracking, Unreal Engine 5.3 packaging not working.
Hola! I packed my games with hand tracking with no problem in UE 5.1 But now I have Quest3 and UE 5.3 I can pack with no problem my games. BUT when I include the OculusHands in my VRpawn, the packaging simply doesn't load anymore in my Quest3 Any expererience packaging with UE 5.3 and hand tracking for Quest3? Thanks in advance820Views0likes2CommentsProper way to replicate Oculus Quest hand tracking
Hello, iam on Unreal 4.26 (Launcher version) and iam trying to replicate the hand tracking for an multiplayer experience. My pawn has a body and two motioncontrollers which are being replicated nicely. Now I added the Oculus hand components, for the left and right hand and it works only for my locally controlled pawn. The other players can't see my gestures, the only thing being replicated is the hands position but not the animations/gestures. Checking "Component Replicates" didn't help at all. Any ideas? My pawn:3.8KViews1like3CommentsWhat are the differences between Oculus OpenXR and Epic OpenXR ?
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR. I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR). So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?Solved2.6KViews0likes5Comments