ISDK hand tracking issues
I posted this on reddit already. I am having issues implementing hand tracking with Meta XR Plugin and ISDK in UE5.5. Have tried both the ISDK sample project and setting things up from scratch according to the docs. I did it on two different PCs. I am using Virtual Desktop on my Quest Pro. Handtracking inside Horizon Os and VD works perfectly fine. Even when I have no controller in my hand it would show the controller setup. I am able to grab stuff with that crooked hand but pinching does not seem to work, however, I can access the menus by rotating my hand and tabbing. If I set hand tracking to "Hands only", it would neither show hands nor controllers but I can still access the menu using the mentioned gesture. Any idea what is going on here?57Views0likes0CommentsInteraction SDK for Unreal Engine
It's a simple question, in the IsdkSamplePawn, in the EventGrapth, when I add an Enhanced Input Action (for example IA_AButton_Down) , when I press the A button nothing happens. What I need is to listing the inputs from the hands or controllers so I can call actions for them ( for example I can build a Teleport sistem taken from the UE Vr Template ). Thanks.Solved72Views0likes1CommentPost-process tint not working with r.Mobile.TonemapSubpass on Quest 3, UE 5.4.4 + Meta XR v71
Hi everyone, I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes. Issue Summary: I need a post-process volume to adjust tint for a specific area via color grading. I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1. Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up. Questions: Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4? Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using the Mobile Tonemap Subpass option? Is this issue present in the official Epic branch with Meta XR 71? Are there any recommended workarounds or specific settings to enable area-selective tinting, or a timeline for fixes if this is a recognized problem? Background: I have tested enabling/disabling volumes, used “Infinite Extent (Unbound)”, and tried runtime toggling via Blueprint and console commands. The problem persists both in-editor and on device. Any insight, workaround, or official update from Epic/Meta would be hugely appreciated, as proper localized tint control is critical for my project’s visual design! Thanks in advance!92Views1like0CommentsMeta files that fail on Mac due to hardcoded Windows-style path\filename
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.43Views0likes2CommentsHow To Use FIsdkDigitRangeParams
Good Afternoon, Unreal Engine Version: 5.5.4 Meta Interaction SDK Version: v77.0.0 We're currently trying to create a system to recognise hand poses using the UIsdkHandDigitRecognizer class. We're trying to find documentation about how to use the FIsdkDigitRangeParams struct and what ranges these values work in. We're assuming that it uses a normalized range (e.g. for CalcType::Curl, 0 is a straight finger and 1 is completely curled), but would like some clarification as to how these values are intended to be used. If there are any samples that show an example of the UIsdkHandDigitRecognizerbeing used with the FIsdkDigitRangeParams struct, that would be best. Cheers.Solved89Views0likes4CommentsDisabling RayInteractor
Good Afternoon, Unreal Engine Version: 5.5.4 Meta Interaction SDK Version: v77.0.0 We've set up a IsdkHandRigComponent on our Pawn and are using ray interactions to highlight and select objects in a scene. We want to disable the Ray Interactor during parts of the level so that the player isn't able to interact with objects, but we haven't found a solution yet. We've tried disabling the interactable but the cursor still appears when the player hovers the hand over the object. We've considered simply disabling the niagara systems that the UIsdkRayVisualComponent uses but that seems like a bandaid rather than an actual solution. Is there any way to disable the interactor on the pawns side? We've come across the UIsdkConditional class which might be what we're looking for but can't find any supporting documentation/samples to figure out how to use it. CheersSolved88Views0likes3CommentsASW + Multiview - UE 5.2 support?
Hi - recently been reviewing our platform settings / features and noticed whilst testing that draws and prims doubled when toggling ASW ON/OFF. It certainly seemed as though multi view was being switched off when running ASW. Struggling to find much info on this relative to whether ASW has multi view support in UE5 let alone 5.2? Any insights would be much appreciated.24Views0likes0Comments[UE5.5.4 | Meta XR v77] Only First Mesh Is Grabbable with iSDKGrabbable
Hi All :) Setup: Unreal Engine: 5.5.4 Meta XR Plugin: v77 Meta Interaction SDK: v77 My actor’s structure: Multiple static mesh components attached. Each mesh has its own iSDKGrabbable component, configured for both hand and ray grab. Collider Mode on each is set to Find Static Mesh. An IsdkGrabTransformer is attached to the root of the actor. Distance Grab Motion: Isdk Manipulate in Place Grab Motion Problem: I can point and grab (distance grab) the first mesh only. When I try to distance grab the second mesh (or any others), nothing happens—no grab, no feedback. Questions: Is there a known issue with multiple iSDKGrabbable components on one actor? Are there limitations on grabbing multiple meshes within a single actor? Any ideas, fixes, or workarounds? Thanks!60Views0likes1Commentcustom 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.Solved171Views0likes3Comments