Switching between Touch/MotionControllers and OculusXRHand realtime
Tested with: UE 4.27.2 and Oculus VR plugin UE 5.0.1 and Meta XR (version 46 and 47) Nice work on OculusXRHandComponent in Meta XR Plugin. When ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor, meaning the hands are not being tracked, then the OculusXRHandComponent visibility is set to false and hands disappear. Unfortunately the touch controllers are always visible. With the current code. When the hands are showing, the controllers are attached the wrist joint. As a work-around. As seen in the YouTube video ' Unreal Engine 4 Oculus Quest Hand Tracking. watch?v=8VAEs92UWJM Developers are creating an Event in the pawn blueprint. To check if Hand Tracking is enabled every second or less, and hide the controllers when hand tracking. Unfortunately this does not work reliably. Any other ideas? Perhaps have a BlueprintNativeEvent in the Meta XR plugin or modify code for Motion Controller Component? Many thanks,1.3KViews1like0Comments