I'm trying to use Hand Tracking with Unreal Engine 5.3.2. I'm using Quest 2 as the main device.
I worked while watching the following tutorial: "VR Hand Tracking in Unreal Engine 5.3 | Tutorial for Beginners<iframe width="560" height="315" src="https://www.youtube.com/embed/empovwgouwI?si=Fwo97_u04KzT3BiC" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
One difference is that when importing the MetaXR plugin, I downloaded it directly from the Marketplace instead of using the external link as shown in the video (probably version 64?). I tried manually installing version 60, which was used in the video, into the plugins, but I abandoned it because I encountered an error "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION Meta XR" leading to a crash.
Currently, I'm using the version 64 (?) plugin downloaded from the Marketplace and performing the following:
Assembling VRPawn
Setting up VRGameMode
Change MetaXR in project settings
Setting up Runtime OpenXR for the Link app
Turning on the Developer Runtime feature of the Link app's beta
Connecting the Link using a Type-C cable
However, the hands are not appearing at all. Also, I'm seeing numerous errors like:
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:8115 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:312)
I've also tried:
Switching the Quest 2 to Developer Mode from the mobile application on Android
Installing Developer Hub
Installing Android Studio
Running SetupAndroid
But it seems unnecessary according to the tutorial. What else is needed to make Hand Tracking work?