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Up and Coming
April 15, 2024
Solved

MetaXR Plugin for Unreal 5.3 generates the VR Hands at a wrong and very un-natural angle!

I have tried to fix it for a long time,  thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years.   

The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. 

 

See attached image.

 

This topic has been closed for replies.
Aeromixx635612
Inspiring
April 15, 2024

In Meta XR settings, change Controller Pose Alignment to Grip

 

4 replies

Honored Contributor
April 15, 2024

try setting a rotate value in the skeletal mesh and then reimporting it. Check if the mapping bones are correctly set. Try setting a hand model from the sample "Unreal Gameplay" from link: https://github.com/oculus-samples/Unreal-HandGameplay
(there is a hand model in this sample, try using it, see it is ok)

Woody3DAuthor
Up and Coming
April 15, 2024

Thank you, But, everything is as it always was,  and it works as usual with OpenXR so it is not  problem with my setup but with MetaXR plugin,   I don't want to change my Skeletal,, because it will need to work with OpenXR after build and testing,. (MetaXR is not really for final Production build..)  thanks tho.

Aeromixx635612
Inspiring
April 15, 2024

In Meta XR settings, change Controller Pose Alignment to Grip

 

Woody3DAuthor
Up and Coming
April 15, 2024

That did it, amazing thank you!   I appreciate that 🙂

 

(If anyone else is looking it is in Project Settings,  Plugins section, MetaXR, General, then 'Pose Alignment'.)