Controller driven hands don't trigger custom grab poses in Interaction SDK
Hello, in the Interaction SDK sample if I use controller driven hands and try to grab the mug I can pick up the mug by pressing the controller side button, but it just "sticks" to my hand and the custom grab poses are never triggered. Pure hand tracking does trigger the custom poses. Are custom grab poses supported for controller driven hands? I'm currently using the "Hands Only" procedural controller hand behavior on my VR pawn blueprint. I would like to grab objects while holding a controller, but still use the custom poses so the virtual hand wraps around the objects more naturally. I'm using a Quest 3 headset and Unreal 5.5 with the Meta interaction SDK plugin v77.Solved121Views0likes4Commentscustom hand mesh in Interaction SDK
I followed the instructions about how to add custom hand meshes within the Interaction SDK. So i tried it with the Unreal XR hand meshes, since I have many grab animations and other hand meshes that use its skeleton. Hand and finger tracking is working fine, but there is a strange distortion with the hand mesh. It seem to be caused by skin weighting, but I couldn't find any issue so far. In addition, the Unreal XR hand has the pose of the Oculus hand. Here is the my modified left UnrealXR hand, with the renamed bones and the bones added for finger tips, according to the documentation. If anyone has an idea what is causing that issue or has a solution, please let me know.I've been trying for days to use the UnrealXR hand meshes with finger tracking and I'm about to go crazy.Solved199Views0likes3CommentsOculusXRRoomLayoutManager issues
Hi everyone, I'm trying to figure out how to map the room I'm in, and have it set floor/walls geometry to what is mapped, like in this Unity tutorial here: https://youtu.be/nfffR3TLzzg?t=174 In Unity it's pretty painless and straight forward process.. In UE not so much... I see there is an OculusXRRoomLayoutManager component, and also an OculusXRSceneGlobalMesh component in UE5 that you can add to the blueprint, but there is no documentation on how to use this, or how it works. Has anyone gotten these to work yet? Here's a screenshot of one of the components.577Views0likes0Comments