Meta XR Plugin - Hand Tracking Testing in Editor
Hi, I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a fresh unreal engine 5.0.3 project. I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components. I have set up everything exactly the same way that I would do with 4.26/4.27 when using the OculusVR plugin and the oculus hand component. When I test in the editor with the VR preview I cannot see my hands. The OculusVR plugin and the oculus hand component allowed to easily test in the editor and did not require to launch on the device. Is this not possible anymore with the MetaXR plugin? Am I missing something obvious or any required extra steps? Thanks in advance, Simone6KViews1like4CommentsCannot open HandsTrainSample because Engine modules are out of date.
I wanted to try out Hand Tracking with UE4, and I just did git clone the engine source from Oculus github, and build the engine following the instruction in the Oculus website. I cloned 1e09d2f (the latest one) from branch 4.25, which is release "oculus-4.25.3-release-1.51.0-v19.0" and built the engine using Visual Studio 2019. It worked fine, I could make a new project. I could also open HandSample project and it works great with Oculus Quest & Link. But I couldn't open HandsTrainSample. I built the engine and clicked Debug/Start a new instance in Visual Studio, then it opened up the editor. Then I chose the sample, but I couldn't open it. I also tried to open .uproject directly but it just says "The following modules are missing or build with a different engine version: HandsTrainSample Would you like to rebuild them now?" and if i go Yes, then I get Missing Modules error with the message "Engine modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE." and I couldn't open it. I guess I have to find and fix errors in VS but I don't even know where I can get .sln file for this project so which I need to see errors in VS. I tried Generate Visual Studio project files from HandsTrainSample.uproject but .sln file wasn't generated in the same directory although I got no error. This is my first time to build the engine from source and I might misunderstand some stuff. I hope someone helps me with it.4.7KViews1like5CommentsHand Tracking Pointer Pose & Reset orientation and position [RESOLVED]
Hi, I am having some issues with using the Pointer Pose and the Reset Orientation and Position. Whenever I reset the orientation and position the pointer pose is not aligned with my forward direction anymore. The pointer pose keeps pointing in the same direction as before calling the Reset Orientation and Position. I have tried all sorts of work arounds and solutions but it seems that no matter what the pointer pose will always point in the direction of the VR room space. Is this to be expected? Or is there a solution to this? Thanks3.6KViews0likes2Commentsdedicated server crashes when vr client joins due to oculus handtracking check
I’m working on a VR multiplayer project that relies on dedicated servers, and whenever I connect to a dedicated server with a VR player, it crashes. I’ve done this test with Desktop clients connecting, and there’s no issue. Also tested this on other projects and even tried using Oculus’ source build of 4.27. The way I found that it was related to the Oculus plugin was running a debugger on a debug server build, which crashed and showed an error on the FOculusHandTracking::IsHandTrackingEnabled function. I made the function return false early and this fixed the crash, but I’m concern of this making Quest hand tracking not work. I was thinking that maybe there’s a solution that I’m missing. Thanks.Solved2.4KViews0likes4Comments