MotionController events not available in EventGraph of Blueprint
Right click in eventgraph "All actions for this blueprint" does not have any MotionController (X) events. We followed these two guides from oculus and unreal. the Oculus Go Unreal Quickstart the Unreal Online Course "Creating Virtual Reality Walkthroughs" Platforms Unreal 4.24.1 Version: 4.24.2-11100242+++UE4+Release-4.24 Oculus SDK 1.41.0 Oculus Go Windows 10 Working and tested together on other projects We tried the Oculus branch of Unreal Engine and the Unreal installer version and have the same result. Steps to recreate 1. Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart) Mobile Scalable 2D/3D OculusVR plugin No starter content etc... 2. Configure Pawn and controllers, following the steps in the "Creating Virtual Reality Walkthroughs" Add a Blueprint Pawn, named "VRPawn" Add a Scene Add a Camera to the scene Add 2 MotionControllers, to the scene Configure MotionControllers for Left and Right Motion Source Configure MotionControllers for Visualization Display Device Model default Add a Blueprint Game Mode Set the default pawn class to "VRPawn" Save and compile Play the scene, and launch it on the Go. No errors Open the "VRPawn" blueprint In the Event Graph, right click and type "MotionController" Expected result See options from developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/ for GO controller, such as MotionController (L) Trigger MotionController (L) Thumbstick etc... Actual results No listing for any MotionController (L/R) input. Requested Action Describe the steps required to be able to use a Oculus Go MotionController event in a blue print. Thanks, Mark5.8KViews0likes9CommentsCannot find any information on how to make objects move when you do a specific motion
I wasn't really sure how to title this but for I am a new developer using Unity and the Oculus SDK and I am trying to figure how to make an object spawn and move when the player makes a fist and punches. However I cannot find anything on moving objects based on a hand motion. I keep trying to search different things but I am unable to find anything on the topic. Kind of like a force push kind of thing but the object will spawn when the motion happens and not already be in the scene. If anyone has any suggestions of things for me to look up I would really appreciate you pointing me in the right direction. I know I have seen this kind of thing in games before but I cannot find any information online about it so I am assuming that I am just not looking for the correct name of it.563Views0likes0Comments[Gear VR] Motion controller buttons mapping in 4.19 ?
I am updating my project to 4.19 and I am having difficulties with mapping touchpad correctly. Currently I am using MotionController (R) Trigger for controller's trigger and MotionController (R) FaceButton 6 for touchpad press (used to use MotionController R Thumbstick). However, those two work identically. So whether I pull the trigger or press down the touchpad (press it as a button, dead in the center), it calls the same function in my BP code. By design though, trigger pull should call one function, and touchpad should call entirely different function. I followed Epic's official docs, but that don't seem to work as described. Using launcher version of UE 4.19p3. I am using prototype motion controller, not the retail one (although I doubt it's a hardware flaw). Can someone please help me ?2.3KViews0likes8CommentsTrack hands when headset isn't worn.
I'm doing some motion tracking stuff, the software currently written in Unity. I would like to track the Touch controllers (one labelled as hand, one labelled as VR object) even when the headset isn't being worn. Unfortunately .. I haven't had any luck with that. When the headset is off, the controllers are tracked for another 30 seconds or so maybe, and then they stop. I'm not sure if its a matter of the headset saying that the controllers aren't needed, so they go to sleep or something... but then, pressing any buttons on the controllers doesn't make them start tracking again. I need to briefly pull the headset on, and then they're tracked again, briefly. Is there a way to do motion-capture-type stuff without the need for an extraneous headset, at all?471Views0likes0CommentsLogging Capabilities via SDK
I have a very high-level question. Is it possible to log or the following types of information via the Oculus SDK (while e.g. using the DK2): head position with 3D coordinates/directions, eye positions, hand/controller positions, buttons pressed, the image the user is currently seeing (or video?). Is this provided by the SDK or is there a way to obtain this directly from the hardware? Or is this only accessible (and better caught) via a gaming engine, such as Unreal, that interfaces to Oculus? I only have a very basic understanding of the hardware and the SDK and want to get a better understanding of getting to low-level sensor information. I am thinking about a small project that simply records these types of low-level information and possibly getting to some derived higher-level movement information (e.g. gestures) . Any help pointing me to sections of the SDK, other documentation, other VR projects and/or tools would be highly appreciated. So far, I have looked at the Avatar, the Sound SDK, and the PC SDK but was only able to find very high-level information about gaming. Am I looking in the wrong place?558Views0likes0Comments